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The Laboratory

Specifications

Genre:            Third-person Shooter

Time:               6 weeks part-time (4h/day)

Ref. games:    Resident Evil 2 & 3 Remake

Tools:               Unreal Engine, Mixamo

Story
A SWAT member is left alone in a city full of zombies, and he has been tasked with finding out what caused the outbreak as well as finding a cure. His quest finally takes him to a secret underground lab where a mad scientist might prove to be a key figure for the outbreak. Can he find the answers he is looking for?

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The Idea

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I have loved the Resident Evil franchise ever since I was a kid, and I also wanted to make a third person action game. With that in mind, the choice of making a zombie shooter was an easy one. With this project I wanted the emphasis to be placed on level design and scripting. I played both of the remakes of Resident Evil 2 & 3 for inspiration for this project, focusing on the nest (laboratory) part of the games. I replayed those specific parts several times while studying the overall level design as well as their layout. I paid extra attention to how they used lighting to set the mood for the areas as well as the specific room designs.

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Pre-production to release

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I initially started out with planning out the space of the entire laboratory, including all the different rooms that is required for a laboratory to function. The first layout of the level was pretty large, including a lot of different rooms and long corridors.

After I had blocked out the level and all the rooms, I started to remove parts I thought were unnecessary. When I felt that I had a rather good blockout of the level I started to put up walls and doors for all the rooms. Following this I made a basic player so I could walk around and navigate the level in order to get a feeling for the size and proportions of the various rooms.

This is where the fun started. Taking the level from its original blockout layout to a state where it was fun to simply walk around in it. This gave me ideas for which rooms I wanted to begin the design process and what parts of the existing design I wanted to amplify.

Reception

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The reception has changed a bit from the blockout and the early itterations. But the main goal of this room stayed the same.

Office

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At first this room was a messhall but i later changed it to a office. i changed it because i didnt think a messhall belonged right here in the beginning. The progress with this room is that i started with the blockout tool and i changed the layout of the room so it wasnt to big. I then changed the blockout to real meshes and continued to add more and more things to it. I Didnt focus so much on the enviroment in this room but i wanted to have a felling of what the potentioal is for it.

Security

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At first the sequrityoffice was a lab but I soon changed it to a security office. The security office main goal is to open up a door to the big laboratory. The layout of the security office has changed a bit from the first layout. One idea was to have a door that lead back to the start of the corridor but I changed that so the player didnt have to backtrack and just opened the door infront of the exit to the room.

Final stage of Floor2

Observationroom

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At first the this room was a security office and the player had to get here to open up a door on floor one. But i changed it to a observationroom for the small laboratory. this room leads out on a catwalk in the Big laboratory where the end goal is.

SmallLaboratory

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I wanted a small laboratory where the outbreak began. Theres some small details that show that something has happend in this room. But I didnt focus on the enviromental story telling but i have showed a bit of the potentional of the room.

Corridor

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The long corridor when you see a scientist and a monster run past was quite long and empty so i decided to add some boxes so the corridor isnt so empty.

Level overview

Floor 1

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Floor 2

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Level walkthrough

Floor 1

1

A long tunnel with two derailed subway carts, and an entrance to the laboratory.

2

A bloody reception with a dead soldier lying on the floor.

3

A dark corridor with some flickering lights and another dead soldier.

4

An office with the first encounter with some zombies.

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5

A long corridor with a server room and a medical room on the left (in the picture).

6

A long corridor with a serverroom and a medical room on the left (in the picture).

7

A picture of the same corridor but from the other end. The room in front of the camera is the security office, and the staircase that leads to floor 2 is to the left in front of the elevators.

13

Inside the security office, this is when the player is back on floor 1 after falling through the ceiling.

In-game footage from floor 1

(Both in-game light and lit pictures)

14

A corridor that leads to the big laboratory where the doctor is.

15

A big laboratory and the end of the game.

Floor 2

8

A long corridor with the staircase from floor 1 on the left.

9

An observation room with big windows looking in on the laboratory.

10

A catwalk that overlooks the big laboratory room. In-game you see a doctor that walks on the floor below

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In-game footage from floor 2

(Both in-game light and lit pictures)

11

A laboratory room where something has escaped from the big tank in the middle of the room.

12

A dark hallway (in-game you see a scientist and a big monster running further down the corridor, and when running toward them the player will fall down to floor 1)

Scripting

Weapon switch
 

I wanted to have two weapons in the game, and I chose an AR4 and a handgun.

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Weapon switch when pressing 1 and 2

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Setting the mesh of the selected weapon

The Handgun

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The handgun does less damage to the zombies and has a smaller clip size than the AR4.

AR4

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The AR4 does more damage and has a larger clip size than the handgun.

The AR4 has also rapid fire.

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Weapon function

Damage

Muzzleflash

Sound

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Fire weapon

Challenges

One of the challenges I had while making the level was how to add the attack animation and attack behaviour of the zombie to the behaviour tree. I began with making the whole AI in blueprints, but after a while I switched over to using a behaviour tree. However, it was too much work to implement the attack animation and behaviour in the behaviour tree, so I left it in the blueprint for the AI.

I wanted to have the monster you encounter as a final boss. So, when you enter the big laboratory and finally go to meet the doctor, a short cutscene of the monster attacking the doctor as it jumps down from the catwalk plays and starts the boss fight.

But I encountered some problems with that idea, I could not script it to take damage from the weapon I used. So, I chose not to implement it in the game.

Playthrough

Ingamefootage

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