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                   Rebel X 

Walk Through

Team Size: 1

Team Role: Level and Mission

Platform: Windows

Genre: FPS

Project Duration: Sep - Dec 2023

Engine: Unreal Engine 5.2

DISCLAIMER: This build was provided by Teesside University.

Outsource Credit: Realistic_Starter_VFX_Pack_Vol2

Bought Asset Pack: BlockingStarterPack

 Project Description

"In the year 3027 the Federation knew of an incoming threat, one they haven't encountered before. In preparation for this unknown threat a mass awakening was issued across the world to active their Robotic army to prepare for an all out defence. 

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Unknowing to Earth this worked perfectly in the invaders favour. As it entered the atmosphere the Federation's mainframe fell under it's command neutralising any major defence's for the nations to use and become victims to it's own creations. Scrambling any organic resistance to major cities to help with evacuating while figuring out a contingency plan." 

 Main Responsibilities

I was tasked at creating the Narrative and Level design for this Title "Rebel X" provided by the university.

I decided to make my level the first main mission the player would experience emphasising the peril the world was in. This was my first ever time being strictly a level designer which had it's fair share of

challenges:

  • This was the first level I had created being for a First Person Shooter and the scaling was particularly difficult throughout as I always wanted to add more.

  • Being new to level design I had to use a fair amount of valuable time learning techniques for how people in the industry construct their levels. It took more time than I initially expected.

  • Another challenge I faced was how to portray the narrative through the level's layout and overall experience for the player.

Narrative:​

  • Using the provided brief I started to create mind-maps of different stories. The one I decided to choose for this module was one of the first few iterations which I think worked best.

  • Creating mood boards and collages of references of real life locations figuring out which setting would suit my level best with the narrative.

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Level Design: 

  • Iterating and creating visual top down layouts for the level leading to the initial white boxing. I used the narrative and gameplay mechanics such as the missions objectives and end goals to create my level.

  • Constructing a given pathway for the player to follow while providing them with off shoots to go explore.
  • Using feedback from blind playtests as well as regular play test to amend any mistakes or miscommunication through my level to create a more easy flowing experience.
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Environmental Mechanics: 

  • I added in environmental mechanics like, explosive barrels and a shield influence from Halo's covenant regenerative force fields. I did this as it improved the combat gameplay as well as seeding new idea's later on in the level.

  • Interactive systems were put in place for progression and pacing. Being having to go get a key to access another part of the level. Or having to defeat a number of enemies to turn off a generator.

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About

My name is Kyle Kerr
I am an undergrad at Teesside University.

Video Games have always been apart of my life and through them I have learnt so many valuable lessons as well as experiences either through the game themselves or the community surrounding them. From the story of Halo: Reach to the gameplay mechanics of The Saboteur in addition to the more unique mechanics of Middle-Earth: Shadow of Mordor.
 
As a games designer I aim to bring new and engaging experiences to my work while creating the same enjoyment and passion for games I had when I was younger. Besides digital games I also appreciate, board game, documentaries, movies and reading into new things.

If you've read this far I'd like to personally thank you for the time spent. If you have any feedback or would like to chat then please contact me via email or LinkedIn from the icons below.

Reference List available if requested.
Email: kylekerr.design@googlemail.com

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