

A series of blockouts were created to be set in the world of Dishonored, my goals with this project was to lead up towards a puzzle enviroment based around the Clockwork Mansion.

Concept for the clockwork mansions moving elements done using unreal engines blueprints. This system used splines and arrays to manage the location of the elements of the mansion and were driven by timelines to ensure that the animations were synced correctly as to not cause issues with the games enviroment.
I wanted to create a level based around the Mansion because of the technical level of skill and engineering required to make such a space function. You not only have to think about how you would make the sections of the house move, how they should be designed so they slot together in both forms and, keep the level design in check so that players don't become lost and confused in the ever changing rooms of the Mansion.



Along the path up to the Mansion, I would give the player multiple paths of progression. They could stealth tatics to sneak their way past guards, loot items from the Black Market vendors and make it to the Mansion or could just run through the streets taking down guards along their way to reach the objective. By giving players choices in these games we give them the choices to play the game their way.
Overall i learnt alot from this project. Creating a large scale enviroment takes a lot of time to ensure the level design is as true as it can be. The main bulk of the time needs to be spent ensuring the layout of the level can hold the mechaincs needed for the game. The blink ability gives players the option to break the game and get out of bounds in areas so high walled cities had to be built to ensure this could'nt happen. I also lacked the technical knowledge at the time to build something as complex as the Clockwork Mansion but having greatly improved my knowledge of Blueprints over the past year i'll be looking to revist this project again, this time taking all of my experiance gained to see how far i can push myself.

