Game Introduction
- Genre
- First-Person Shooter.
- GamePlay
- Capture The Flag - players must defend their own team's flag whilst attempting to steal and secure the enemy team's flag.
- Target audience & platforms
- 16+ PC players/Unreal Tournament player base.
- Look and Feel
- I am aiming to recreate a dark, industrial Steel Mill. with a mixture of concrete and metal surfaces, and a combination of open and closed spaces to facilitate both long and close ranged combat, allowing players to utilise each weapon in the level.
How to Play
System Requirements
Game Architechture
Game Architecture pre-determined by Unreal Tournament 2015. This includes aspects of architecture such as Features, Mechanics and Interface.
User Interface (controls)
Both Mouse & Keyboard and Gamepad Controls present, usable with Xbox 360/Xbox One PC Controller. -
Keyboard and Mouse,
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WASD - Movement (Forward/Backward/Strafe),
Space Bar - Jump,
Mouse - Aim,
LMB - Primary Fire,
RMB - Secondary fire,
Mouse Wheel - Change Weapon,
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Controller mapped accordingly.
Artwork (design)
The boundaries of the map will be confined to the physical boundaries intended Steel Mill, the north, south, east and west walls.
Camera view will be locked to first person as in Unreal Tournament.
I am aiming for the scale of the world to be a realistic scale, that of an actual steel mill.
Technical Requirements
Art will take place following initial blockout (with any paintovers as and where necessary), Any textures will likely be exported in .TGA file format. Texturing completed with possible use of Quixel suite 2.0
Software Specifications - Minimum (Dated 2015, may be updated now.)
Windows 7 64-bit or Mac OS X 10.9.2 or later.
Dual-core Intel or AMD processor, 2.5 GHz or faster.
DirectX 11 compatible GPU.
4-8GB RAM.
Current Highest Hardware Specifications available to me -
Heads Up Display (HUD)
Heads-Up Display is currently pre-determined by Unreal Tournament 2015.
Section will be updated accordingly if any changes to this are to be made.
Characters
Characters are currently pre-determined by Unreal Tournament 2015.
Section will be updated accordingly if any changes to this are to be made.
Level Design
Below is a top-down view, detailing one floor from the map itself and possible flow routes of the map also, elaborating on this, there will be another one or two floors added as navigational aids and escape routes to aid flag bearers, especially if the intended environmental hazard is active and access in the main room is cut off.
This will be updated with concept art, blockouts and meshes accordingly.


Global Elements
The boundaries of the map will be confined to the physical boundaries intended Steel Mill, the north, south, east and west walls.
Camera view will be locked to first person as in Unreal Tournament.
I am aiming for the scale of the world to be a realistic scale, that of an actual steel mill.
The intended addition of an environmental hazard also provides the player with another element of play.
Player View
Below is an example of player view, though the player will obviously be viewing a completely different surround in my map.

Game Flow Chart
Development
I will be using my recent experiences in blueprinting and my previous knowledge in Kismet (UDK) to make this level as functional as possible, whilst aiming to make it visually appealing also.
Functions like Matinees, particle effects and atmospheric lighting will hopefully go hand in hand at a further point in development and my map will truly take shape. All elements of Unreal Tournament will be utilised at one point or another, and a mind map displaying all features can be seen below.

Audio & Sound F/x
All audio and Sound FX at their root are pre-determined by Unreal Tournament. (Weapons, jumps etc)