Dungeon Crawler
July ’18 — February ’19 || Unreal Engine Blueprints Maya Mudbox
You play as a miner who falls into an old dungeon during a cave-in and now how to fight your way out through a horde of skeletons!
I created a first-person hack & slash that has a saving and inventory system with graphics comparable to a Triple-A equivalent on the same platform.
Retrospective
If you ask any kid who wants to make a game what they’d like to make, they’ll all give you an answer. Mine was Project Dungeon Crawler.
Originally, I wanted the player to explore a town and take jobs that would send him into catacombs. As I got a little bit more experienced in Unreal, I simplified the game to just take place in one dungeon.
I wanted to have high graphical fidelity that didn’t produce high draw calls. This meant that I had to optimize:
- Use simple materials, and use normal maps sparingly.
Note: Normal maps can look really good with only a base color - Don’t use realistic textures as they can age and vary in quality.
Instead: draw my own - Use LODs on complicated meshes and lower the number of mesh instances.
- Can have baked lighting but only one moveable light.
Instead: have no lights in dungeons and give the player a moveable light.
Results:
The appearance of the town in Dungeon Crawler were based on houses from Klingholz, Germany, and Hall in Tirol, Austria.