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Quest for Valor Overworld

Role: Level Designer and Scripter

Group Level Design Project

Engine: Unreal

Quest for Valor is a 3D third-person dungeon crawler action game. It was created by an instructor from Vancouver Film School, and is used as a large assignment during their 1 year Game Design program.

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For our Mission Design class, we were tasked with creating an overworld with quests that would lead to each of our dungeons in our group. In our group of 3, we made an open overworld, with each of us having a quest.

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My part in the overworld was sculpting and creating the town, and set-dressing the town. I also set-dressed a farm, and numerous interiors of buildings the player can teleport to.

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As for blueprinting, I created scripts that teleport the player to an interior of a building when they enter a trigger and press a button. I also scripted different things for my quest, such as spawning the player in a different version of an interior when certain conditions are met, and a library. I also managed to get the paint script up and running, allowing for our group to paint textures onto the landscape.

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When designing this overworld with the group, we split up the sections we would build. These sections would also be used in our quests. I created the farm section (top right corner) as well as the town (center). The terrain was done using the landscape tool.

I also created a few interiors for some of the town buildings using ingredients provided to us. These interiors include a butchery, a bakery, a library, barracks, and two versions of the mayor's office (1 normal, 1 demonized)

These interiors were all accessible via a script that I did using blueprints. All of the interiors were placed below the map, and the player is teleported to them when "entering" a building.

When blueprinting the overworld, we worked using Unreal's layers, only blueprinting in our designated layers. Some things I blueprinted include interacting with numerous objects that cause text to pop-up, and a library. For the library, there is a trigger in front of each book. I keep track of how many books the player has interacted with, and when an integer is met, the right text pops up, updating the objective. I also blueprinted triggers that, when overlapped by the player, prompt them for some input. Once that input is pressed, the player is teleported to an interior I created under the map.

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