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Enigma of Fear - Level Builder

it was decided early on by the programming team that the rooms in the game would have to be made of discreet parts to have all of the features requested by the design team. I was tasked with ideating as testing means of producing levels quickly that also complied with the requests of both programming and design teams. In the end I implemented the room creation and asset placement logic in Houdini and one of the programmers, Diogo Ribeiro, implemented the in-engine asset switcher, that allowed you to quickly access any of the relevant assets from the Scene view.

The basis of the tool is that it receives a mesh as input and provides:
-A floor mesh with the proper tag and collider
-Walls made of pre-assigned prefabs that can then interact with the Asset Switch tool.

The basis of the tool is that it receives a mesh as input and provides:
-A floor mesh with the proper tag and collider
-Walls made of pre-assigned prefabs that can then interact with the Asset Switch tool.

Once the room creation side of things was done we needed a way to quickly change the wall parts. I made this briefing and one of the programmers, Diogo Ribeiro, implemented it.

Once the room creation side of things was done we needed a way to quickly change the wall parts. I made this briefing and one of the programmers, Diogo Ribeiro, implemented it.

Asset Switcher working in-engine. Up and Down changes level parts in the same kit, Left and Right changes kits.

Asset Switcher working in-engine. Up and Down changes level parts in the same kit, Left and Right changes kits.

An initial test level to validate the tools.

An initial test level to validate the tools.

Feature proposal, walls with variable width through cutoff. Sadly couldn't be implemented due to other tasks taking priority.

Feature proposal, walls with variable width through cutoff. Sadly couldn't be implemented due to other tasks taking priority.

Another feature proposal, hand placed wall features (windows, pillars, holes, etc) instead of built into the mesh, allowing greater freedom to level designers/environment artists. Also couldn't be implemented due to other tasks taking priority.

Another feature proposal, hand placed wall features (windows, pillars, holes, etc) instead of built into the mesh, allowing greater freedom to level designers/environment artists. Also couldn't be implemented due to other tasks taking priority.

Early exploration of possible level parts.

Early exploration of possible level parts.

Example of many diffirent kits for the same level.

Example of many diffirent kits for the same level.