"DELIRIUM"
Motivation
"Delirium" was developed as part of my Game Engine Architecture module during my second year at the University of Westminster. The final submission was to present a game prototype using Unreal Engine, making use of the visual scripting and blueprint tools.
Key Features & Implementations
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Flashlight with battery level mechanic
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Collectible items
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Interactive menu system & in-game interfaces
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Fully integrated foley sounds & voice acting
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Custom lock safe mechanic
Project Summary
Delirium is a first-person, murder mystery with horror elements in which the player has to investigate the disappearance of a fellow police officer, believed to have been killed. Investigating the crime scene will lead to finding evidence and information on the true nature of what happened to the missing officer, Jeremy Moore.
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All of the items collected throughout the game level were created by myself using Blender as my primary 3D modeling software. Textures and materials were also created using Photoshop. After submitting the game prototype, development continued with the help of my brother, Tazz, (digital media graduate) assisting with the game audio and narrative. This included the voice acting, background score, and foley sound effects, all of which were recorded in our London apartment with an iPhone!
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Feel free to check out the project via the link below
Learning Outcomes
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Solid understanding of UE blueprints & visual scripting
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Efficient Blender to UE4 workflow
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Level design fundamentals
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Working with foley sounds and audio production
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The importance of design documentation
Tools & Software
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Unreal Engine 4
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Blender
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Photoshop
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Animate
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Audacity
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Programming Language
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C++
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Visual Scripting
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Roles
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Game Designer
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3D Artist & Texture Artist
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Visual Scripter
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Narrative Design
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Level Designer
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UI & Menu Designer
MEDIA





