Hellscape


 

Intro:

  • I am currently working on a game concept/demo, temp-titled ‘Hellscape’.

  • Originally created using Unreal Engine 4, I have recently transitioned and ported the game to Unreal Engine 5 (early access).

  • This page shares an overview of my recent work on Hellscape, and showcases some of design skills, defining the 3-C’s (character, camera, control), world/level design work, my UE5 knowledge, and Blueprint scripting /system design experience.

 

TOC:

  • Design Goals & Project Caveats

  • Hellscape Overview - Concept, Story, World and Character

  • Character Design

  • World Design

  • Gameplay System Design

 

 

Goals:

The Hellscape demo/project has been an ongoing personal endeavor.

Originally started as a means to expand my Unreal skills, and simultaneously getting my game idea communicated.

Combat systems: Three weapons (5 planned)

Level Design: Openworld-composition, level-streaming, sculpting landscapes, blockout playspace and structures using BSP or mesh.

Experience Design: Enemy wave spawning, nav-mesh and pathing, critical-path, game interaction items, leveling system, camera design, win/lose conditions, player checkpoints, save-system

UX/UI: Some experience with: objective design, game menus, player UI/HUD, mini-map.

Other: Game optimization, in-game audio scripting, player systems, inventory systems

Story Treatment: A demonic open-world RPG-adventure, featuring an original story, recursive gameplay and Castlevania style gear-gating. 

Caveats:

Hellscape is a work-in-progress (WIP)

For the past two-years, I’ve only been able to work on it part-time, sometimes spending several months away from it. 

All game systems, character systems, animation graphs, blend spaces, weapons, levels, etc… are created by me, from scratch, using Unreal Blueprint.

(*the character mesh, skin, and animation assets shown in this deck are free assets downloaded from free online resources)

I have learned to implement as needed and as my time allowed. 

If there is something that I need to know, I will learn it!

In its current state, there are several systems implemented to varying levels functionality or efficiency.

I always try to create my blueprint systems as cleanly as possible.

(some scripts are old and outright need to be replaced with a better system.

I created all of these event Scripts, Character Systems, Game Mechanics, Screens, Menus, Teleport System, Combat System, Weapons, Enemy AI, and more:

(sadly there is an other game titled “Hellscape” That IS NOT this game)

Playable Demo Coming Soon!

 

Game Overview:

  • A story driven, gothic-horror themed, open-world, action, PvE game, with RPG and rogue-like elements.

  • A demonic open-world / hack& slash / RPG-adventure

  • Featuring an original story, recursive gameplay and Castlevania style gear-gating

  • Travel between the Mortal Realm ruled by a vampire race, and the Underworld Realm known as the Hellscape

  • Battle Demons! Rescue Lost Souls! Play Heavy Metal!


Design Features: 

  • Event-based Character Leveling

  • Character Abilities

  • Upgradeable Weapons

  • Two Openworld Maps

  • Gear-gated Progression

  • Environmental Challenges/Puzzles and Skilled Traversal

  • Replayable Rogue-like-regions


The World(s):

  • Hellscape story takes place across two realities:

  • The Mortal World - set in a distant future Earth, a dystopian existence where all humanity has been conquered and ruled by a race of vampire overlords... a world where supernatural powers and occult practice, equals survival.

  • The Netherworld - a dimensional plain, neither Heaven or Hell, where the lost souls (of those slain by vampires) are trapped and ruled by warring demons. A realm known only as Hellscape. 


The Protagonist:

  • Draven, a heavy-metal artist and powerful occultist with deep ties to the supernatural and a connection to both realms. 

  • Combining his dark-music and ritual magic, he can open a portal to travel between realms.

  • Draven will fight for his very soul, to save the lost souls of humanity, to free the human race, and to find his loved ones, alive or dead.

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Game Inspiration / Graphic Concepts:

  • Hell, Dystopian, Gothic-Horror, Cyberpunk.

  • (images are from web, not originally created for this title)


Character Design:

  • Animation Blueprints

  • Animation State Machines

  • Animation Blend-spaces

  • Skeletal sockets attachments

  • Character Actions and Interactions

  • Character Combat system

  • Player Inventory

  • Weapons

  • Projectiles

  • Damage states

  • Character Stats (Health, Mana, etc.)


Abilities, Weapons & Combat System:

  • Abilities

  • Weapons

  • Combat System


 

Gameplay System Design:

  • Blueprint Scripting

  • Project creation and organization

  • Player Input Mapping

  • Player Controller

  • Game Mode profiles

  • Save Game systems

  • Game States / Checkpoints

  • Importing/Exporting

  • Creating Game Builds

  • Debug and Troubleshooting

  • Screens, Menus and UI

  • Character HUD

  • Pause screen and state


Legal:

  • The “Hellscape” game, story, characters, locations, and concepts; are wholly created and owned by Ian Dominguez and Rogue Theory Studio.

  • Any similarities to characters, real or fictional, it’s locations and events, herein this game title and story, are completely coincidental.

  • Any preproduction of, use of, or references to it’s story, content, characters, locations, or game designs; is an infringement of intellectual property, and legal action can be pursued to the full extent of copyright/ownership laws.

  • This game demo is currently being developed by Rogue Theory Studio.

  • Rogue Theory Studio is owned, operated, and founded by Ian Dominguez (sole-proprietor)