Lost Signal Sizzle Reel

Information:
Role: Sole Creator
Engine: Unreal Engine 5
Team Size: 1
Platform: PC
Genre: Deadspace Like Horror Level
Development Time: 2 Weeks

Responsibilities:
– Create a fully fleshed-out level
– Design a level
– Block out a level
– Conduct an art pass on the level
– Program various elements (puzzles, cinematics, enemy tracking (if you killed all of them), and more
– Build off of the template

Level Overview: You play as Henry, an engineer stationed on Andromida 4, one of seven deep spaceships that is operated and owned by the Universal Collective of Human Exploration (UCHE). These ships are vital hubs for trade, communication, and colonization efforts across the solar system. These act as humanity’s foothold among the stars. After a devastating series of raids by the Astral Zealots, who are a fanatical sect of sun-worshiping pirates. They offer captured ships as sacrifices to their burning god. Andromida 4 has gone dark. As the last survivor of the raids, your mission is obvious. Restore power, repair critical systems, and
survive long enough to send a distress signal to the UCHE before the Zealots return to finish their ritual. You think you are alone in the void. Lights flickering and the station humming with the echoes of the dead. Do what you can before the sun claims another offering.

Gameplay Summary: The gameplay focuses on environmental repair, combat, and tension-driven exploration. The primary objective of the player is to restore power to Andromida 4 while surviving against the aftermath of the Zealots’ raid. The main game loop would look like this:

1. Explore the ship to locate repair parts
2. Repair junction panels using an interactive puzzle that brings power online to the section of the ship
3. Survive the intermittent attacks from drones left behind by the Zealots
4. Unlock command deck
5. Call for support from the UCHE and win the game

Each restored section of the ship triggers environmental changes that help guide the player forward without explicit objectives/HUD markers. This game is designed to rely on visual storytelling and scripted elements rather than explicit instructions.

I tried to make the map as realistic as possible. I took inspiration from Star Citizen ships and wanted to give the feeling of scale with the ship. I think the scale is a little big, but it fits the theme of the game, as I need to make this ship feel big and atmospheric. See the gameplay summary for how the map plays.

Level Design Document

Level Blockout

This was the first pass of the level blockout. It consists of all rooms and some elements within them.

Art Pass

This is the first art pass. At this point, I put assets in, such as floors, walls, and ceilings. I then do a finalized art pass where all the art that I have is put in the level. Enemy placement is finalized, and all scripted events are complete. For the finalized art pass, watch the video at the top of the page.