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.
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
World & Level Design:
Terrain Sculpting tool
Foliage generation tool
Environment Lighting and Effects
Navmesh generation
Streaming Level content
Cinematic Sequencer tool
Camera cutscenes
Creating Player Pick-up Items
Level Audio Design
Gates & Keys
Player Checkpoints
Enemy Spawning points and waves
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)