Dreadful Level
The three cut scene you see are made in engine using the level sequencer (Unreal Engine 5). The main reason I wanted to add cut scenes, was to display information to the player’s while focusing on each of these main point of interest in each cut scene.
The first cut scene is displaying the player waking up in an operation room seeing zombies. I wanted this to show the player’s they are in an unknown location while pointing out the enemies they will be facing off against.
The second is used to introduce a new enemy type to the players visual, in a safe environment instead of forcing the player to learn in an active combat situation or reading a text box.
The third is used to display the Void Pull ability the player will use and how the effects work against the zombies.
The images above and below shows off the operation room the player wakes up in along with were the player is shown the first cut scene. These images show a before (left) and after (right). I wanted the player to feel as they have awoken in an office room, question why they are even here, but also see the enemies they are going to be fighting throughout the game. I made the choice of using a damage double door along with light coming in from the hallway to try and draws the players attention to the next room they need to advance too.
The images below are use to show the destroyed hallway. We can see on the left ( blockmesh) and finished (right). With this I wanted to show the player a damaged hallway, pillars forcing the player to crouch, along with teaching them this mechanic. Also as the player crouches they can see the damage wall that has been open up leading into the next room.
The images below and above are use to show the first office room. We can see on the left ( blockmesh) and finished (right). With this I wanted to show the player see that the broken wall leads to a room the player shouldn’t be able to get to form this hallway normally. Once inside you will see glowstick, along with a flashing light to the right leading the player to the first weapon they can pick up the pistol. Along with this once picked up the player will be able to see the first zombie they can defeat, along with being able to shoot the zombies through the open window, along with the next path the players must reach. Along with showing off the hallway the player learn how to jump.
The images below shows the location of the second cut scene, introducing the player to a new enemy type along with a new weapon the grenade. Once the doors are open this show the player a group of zombies allowing them to test out the grenade. Once the zombies are done, the player can see a dead body, along with an object on the table hinting to the player the zombie had just finished on this npc. From this room the player will be able to see an damaged wall that leads to a stair way taking the player to a safe room.
Exiting the safe room the player will be shown a secret lab. In this lab the player will see zombies floating in the air by some strange power. Walking up to the red button and interacting with it, the player will be shown a cut scene of a glove slowly lowering to the floor, and the orb holding the zombies in the air, and once dealt with the player will be able to pick up this glove and use it throughout the game. Along with this the player will see a hole blocked off forcing the player to use some of the power in the glove. If the player look to the right of the room they will also see another operation room/ testing room, and a damage wall showing an open to a rock wall and the exit to this level. This section was changed later in development, and will be shown further down the page.
Exiting the safe room the player will be shown a secret lab. In this lab the player will see zombies floating in the air by some strange power. Walking up to the red button and interacting with it, the player will be shown a cut scene of a glove slowly lowering to the floor, and the orb holding the zombies in the air, and once dealt with the player will be able to pick up this glove and use it throughout the game. Along with this the player will see a hole blocked off forcing the player to use some of the power in the glove. If the player look to the right of the room they will also see another operation room/ testing room, and a damage wall showing an open to a rock wall and the exit to this level. This section was changed later in development, and will be shown further down the page.
Once leaving this room the player will be shown a rock tunnel that leads to the final room. Showing to the player this lab is underground.
This room was changed the most in development. This room was changed due to poor combat interaction, and pathing for the zombies, along with the player becoming a bit lost and confused on where to go. It went from being another warehouse storing the test tube of zombies, into a more open and interactive room allowing the players to attack and see what could have happen to them on the operation table. And finally the players would be able to see the damage hole in the wall leading to the exit of the level.