Christoffer Weltzin
Level Designer
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?
The Idea
​
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.
Pre-production to release
​
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
​
The reception has changed a bit from the blockout and the early itterations. But the main goal of this room stayed the same.
Office
​
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
​
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
​
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
​
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
​
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 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.
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
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.
Weapon switch when pressing 1 and 2
Setting the mesh of the selected weapon
The Handgun
​
The handgun does less damage to the zombies and has a smaller clip size than the AR4.
AR4
​
The AR4 does more damage and has a larger clip size than the handgun.
The AR4 has also rapid fire.
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