Resident Evil - Patient Zero
Platform: Windows PC
Engine: Unreal
Language: Blueprints
Tools Used: Unreal Engine 5, Voicemod.
Duration: 4 Weeks
Completion: 2023
Role: Level Designer, Programmer, Audio Designer
Screenshots
Gameplay Video
Detailed Information
Level Map
Level Details
Resident Evil - Patient Zero is approximately a five minute long level block-out to demonstrate the concept for a Resident evil DLC that depicts the event between the mansion at Resident Evil 1 and the Racoon City Breakout of 2. You take on the role of a special ops agent tasked with extracting patient zero information from an abandoned hospital at the start of the outbreak.
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The level starts out at area 1 the front lobby of the hospital where the player is given directions by their commander over radio to reach the basement and extract on the roof with the patient zero file.
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Led by a trail of blood exploring into area 2's patient waiting room the player can find a dead body at the door to a service elevator that is locked by a heavy duty padlock (which prompts for a key) and two non functioning public elevators. Finding little else to do in this area returning to 1 and attempting to use the doors to area 4 will prompt the player for a level 1 security pass.
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This pass can be found by investigating area 3, behind the reception desk, for a password to a computer that will print off the required pass.
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Area 4 serves as a connecting hub between areas 5,6 and 7, with zombies to be fought here and in the area 5 treatment room. The camera framing attracts players to look into the maintenance closet (area 6) where a key to the padlock in area 2 can be found. Once removed the padlock is added to players inventory and the shutters open up but when the player attempts to use the elevator to reach the basement level they are informed it requires a Level 2 pass.
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Returning to their exploration of the hospital the players will walk down area 7 a seemingly empty corridor that leads to the MRI (Magnetic Resonance Imaging) control room (area 8). In area 8 the player can interact with the computer to learn via a doctors logs that a security access card has been locked in the cupboard in the MRI room (area 9). Activating the MRI will cause the door to area 9 to lock shut and a metal medical device left on the counter that can be seen through the viewing window to fly off due to the magnetic pull. This demonstrates to the player how the MRI interacts with world. By attaching the heavy duty metal padlock to the cupboard door and activating the MRI the player is able to rip the door open and acquire the Level 2 security pass.
Passing back through to area 10 will now prove challenging however as the noise has alerted additional zombies to the players presence. From the service elevator (area 10) the player is able to reach the basement and by fending off the attacks of zombies obtain the patient zero information for extraction.
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 Lighting based on player feedback to influence player emotion
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Iterate puzzle design based on player feedback to achieve a satisfying process of solving the puzzle
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The addition of the demonstrative metal device and doctors log to add information to the MRI puzzle​
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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.