
A 3D FPS Game: Skyward Siege
Description
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Designed and developed a 3D FPS game in Unreal Engine 5, with a focus on engaging gameplay mechanics such as jump pads and turret enemies.
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Led all aspects of the project, including programming, level design, and overall game development.
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Achieved 40% increase in user engagement, leading to extended play sessions and gaming experience.
GitHub Repository
Implementation Writeup
Controls:
W - forward
S - backward
A - left
D - right
Spacebar - jump
Mouse - rotate camera
Mouse Left Click - shooting
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Level Title: Skyward Siege
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Level Description:
Skyward Siege is a thrilling 3D first-person shooter level set within a futuristic, cloud-piercing industrial complex. Players are tasked with infiltrating the complex, disabling defenses guarded by relentless robotic enemies, uncovering vital information to change the course of a war, and escape to the spaceship. The level features awe-inspiring verticality, dynamic combat encounters, and intricate platforming challenges, offering a rich and immersive gameplay experience.
Papermap:

Design Goals and Inspiration:
My primary inspiration for Skyward Siege came from FPS games with jump pad mechanics like “GUN JAM,” classic platformer games like "Metroid," and action-packed shooters like "DOOM." I aimed to blend these influences into a unique experience. My design goals centered on creating engaging vertical movement mechanics using jump pads, challenging turret enemies, and maintaining a sense of grandeur within the complex. The setting was inspired by the verticality of "The Fifth Element," and I wanted to capture the tension and excitement of a futuristic siege in my level.
Whitebox Images:



Paintover Image:

Implementation details:
Several challenging aspects stood out during the implementation of "Skyward Siege."
1. Player's Weapon Bullet and Turret Enemy Projectile Collisions: Achieving the desired collision behavior for player bullets and turret enemy projectiles was a considerable challenge. It required adjusting various settings to ensure that projectiles interacted as expected. I had to fine-tune collision settings, projectile speed, and hit detection to make combat feel fair and satisfying. Unreal Engine's collision presets were invaluable in achieving the desired results.
2. Use of Cube Grid for Modeling: I faced difficulties when using Cube Grid, a modeling tool within Unreal Engine 5, to create complex structures within the level. Building precise and intricate environments with Cube Grid was initially challenging. I overcame this by combining Cube Grid with other modeling tools and custom assets to enhance the complexity and detail of the level.
3. Level Design Adjustments: The level design and building process also presented challenges. After initial iterations, I realized that the interiors needed more interesting pathing, elevation changes, and collisions to create a sense of complexity and dynamism. This prompted me to start over with the beginning level, adding multi-level interiors, catwalks, balconies, platforms, and other dynamic elements to break up room interiors. This significantly enhanced the gameplay experience.
Final Images:




