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NO MEASLEY
FEAT

No Measly Feat is a 3D platformer made for our University's "Launch Title" Module. This involved students from our Game Design course coming together with students from the Animation Course to create a game around the theme of "Isolated to Connection".

ROLE:

UI Designer

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PROJECT TYPE:

PC/Mac Game​

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PROJECT ENGINE:

Unreal Engine 5

GAMEPLAY VIDEO

UI SHOWCASE

MAIN MENU

Due to our project this year being focused closely towards narrative design, I decided to have the Main Menu give a glimpse of each part of the individual narrative in the character hiding from the alien, who hopes to kidnap them, by having each option hovered result in a different part of the menu being shown. I designed a logo within Photoshop reminiscent of 1980's Sci-Fi, the theme we were going to go for, and made the colour pallette a strict blue/white.

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I also went for making the menu as accessible as possible, such as making the "Options" menu accessible by simply hovering over it beyond needing to press it into a seperate area.

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To give the menu a more professional look, I created a short splash screen going into the game, as well as a fade-in transition when going into the game.

PAUSE MENU

In creating the pause menu, I referenced the settings screens of old CRT TVs, as well as creating an animation when it starts up and when it's turned off akin to how these TVs would start up in helping to inforce the 80's Sci-Fi theme of our game.

 

Similarly to the main menu, I decided to have the Pause Menu akin to the Main Menu in helping to present the narrative. This is through the buttons being drawings of the main characters, while being pixelated to help stick with the VHS style. Due to the main villain being a two-headed alien, I thought it'd be interesting visually to have the alien's head change dependant on if the exit option is hovered or not.  

DIALOGUE SYSTEM

The dialogue system was made in correspondance with the animation and narrative students. The animation students provided the animated portraits that I then made into flipbooks that were functional within Unreal, while the narrative designers gave me the script that I then adapted into a data table to fit within the textboxes of Unreal. 

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To add to the narrative-based UI additions, I decided to make a seperate textbox for when the protagonist's girlfriend was speaking to them, as they do so through a walkie-talkie, to help visually seperate to the player who is speaking and add a detail that pays homage to the narrative.

MISC.

Death Screen:

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Inspired by the Super Mario 64 Game Over transition, I decided to do something similar to create a theme of intrigue and fear around our alien when our player dies.

End Screen/Credits:​

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Taking inspiration from the credits of Star Wars, a movie fitting the time period we set to replicate the style of, I created an ending sequence that helped serve as a closure to the narrative, as well as a credit's sequence that showcased everyone's names.

Checkpoint:

 

The checkpoint I wanted to be completely unintrusive to the gameplay experience, which I did through a short animation to give the player clear indication it has happened without keeping it on screen as a distraction from the gameplay.

Opening Cutscene & Loading Screen:

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While the opening cutscene was created by an animation student, I engineered it into Unreal Engine. Additionally, I created a skip cutscene function for it, which you can see used in the following gameplay. 

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I also made a short loading screen to follow, to add further visual flair to the transition into the level.

ASSET SHOWCASE

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