Dead Space - Jump Start
Platform: Windows PC
Engine: Unreal
Language: Blueprints
Tools Used: Unreal Engine 5, Voicemod.
Duration: 4 Weeks
Completion: 2023
Role: Level Designer, Programmer, Audio Designer, Narrative Designer
Screenshots
Gameplay Video
Detailed Information
Level Map
Level Details
Dead Space - Jump Start is approximately a 7 minute long level block-out to demonstrate the concept for a Standalone Level within the Dead Space universe that depicts the events of a standard cargo vessel being infested by the Necromorph scourge blocking the engines from engaging hyperjump. You take on the role of a security agent aboard the vessel tasked with determining the cause of the engine malfunction and repairing any damage so the ship may continue it's journey.
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The level is comprised of three major sections. A serves as a tutorial to the concepts that will be used throughout the later areas and sets the atmosphere for the rest of the levels, with light combat and stealth sections. Section B is a heavy combat zone that paces out the story beats revealed in area C where the truth behind the engines failure is revealed.
Section A
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The level starts the player out at the security desk room that gates off the engine block wing of the ship. A window allows the player to see ahead to area 7 which they are unable to reach from here due to a jammed door. A locked door indicated by red lighting block the path to area 2 and serves as the first puzzle and obstacle to the player. By shooting through a hole in the fenced off security booth the door to the security booth will open where the player can find the key to area 2 on the corpse of a guard.
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The corridors of area 2 demonstrates an affordance with the lighting changing to orange, indicating danger, as the player turns to see a Necromorph scurrying into the ventilation system. Following the corridor through a stasis puzzle door the path branches to either progress to area 3 or fight a Necromorph at the end of the tunnel for loot and a stasis recharge.
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Area 3 is a small cargo hold in a state of disarray as if a large scale fight happened here. The area uses principles of leading lines and openings attract to guide the player through the story of what happened here. The player is unable to reach area 4 as the door is overgrown with Necromorph tissue. Exploring the room however the player can find charred enemy corpses and a dead human holding a flamethrower that can be looted. This flamethrower can then be used to burn away the tissue and viscera blocking the door permitting passage to area 4
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The next room (area 4) is a repair and manufacturing hub where crafting benches can be found that would have otherwise been used to create and maintain parts for the engine wing that would be placed onto the conveyors that lead into the walls. Area 4 gives players the choice of stealth or combat, as the Necromorph within doesn't notice the player entering, to make their way through to area 5 where lighting affordance demonstrates safety to the player and kinesis is required to push through the purple crate in the way.
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Progressing to area 6 a control room for a conveyor belt system in area 7 can be used with a window showing its affect on the purple piece that rotates allowing items to move along and the door to area 7 opening.
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Until the conveyor belt is fully connected in area 7 the door to section B would remain locked so the player must use the kinesis ability to connect all the pieces permitting them to pass through.
Section B
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Section B ushers players through a corridoor (area 1) toward the exhaust cooling tower of the engine wing. The player reaches a juncture of 3 paths at area 2 with 2 locked doors to the right and ahead. when interacted with the ahead door plays a message over a PA system that the engine block (Section C) is locked down until the exhaust tunnel is closed.
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A bloody trail leads players left to area 3 the exhaust tunnel where a huge fan spins below the narrow walkways the player must reach the control room (area 6) on the floor above. There are 2 ways the player can reach this, either using the elevator at area 4 and drawing the attention of the nearby Necromorphs, or stealthing through the side corridor up to area 5. After closing the tunnels at area 6 leading lines direct the player up a path to the elevator (area 7) which leads down back to area 2. Having closed the exhausts the player may now progress through to the ships engine block, Section C
Section C
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Section C paces its beginning with a long corridor through area 1 with alarms going off giving players a stressful respite before moving towards the climactic finale of the level.
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Upon reaching area 2 the player can find at this turn there is a shop unit for them to purchase items. and 2 locked doors. With their only path being forward to area 3 the player can progress the cramped corridoor to reach the engine room
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The area 4 engine room is covered in the same viscera and sinew as in section A-3. With this affordance the player can know to burn away the tissue to clear the engines and pull the restart switch. Upon doing so however the engines will not reignite and the player must continue.
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Reaching the corridor of area 5 the player finds a slumped over dead body with a key to the elevator to area 6 and a final message audio log stating how this man shut down the engines to prevent the Necromorphs from spreading to their destination.
With your mission still to complete the open space of area 6's engine control station serves as the final boss room where the player must fend off the advance of two hulking brute Necromorphs, much stronger than those seen so far, in order to restart the engines and complete the level.
Level Design and Building
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Create the story and level concept
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Utilise Basic Primitives, UE5 Sculpting tools, and starter content to block out the level
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Iterate puzzle design based on player feedback to achieve a satisfying process of solving puzzles
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The kinesis conveyor belt puzzle took many versions to ensure the players gained the knowledge from the demonstration area A-6
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Scripting
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Script the base functionality of the entire level to ensure a seamless play experience that could be used to demonstrate the effectiveness of the design so it could go on to be fully developed with a clear understanding of how the events in the level should unfold.
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Record and script the trigger of voice lines and sound effects to guide the player and create the appropriate atmosphere for the level.