Project Icarus
3D Platformer Game made using Unreal Engine
3
Game Design
Level Design
Visual Identity
Game Development
Project Icarus is a 3-D platformer game. The game is based on an intergalactic setting which includes three different levels on three different planets with extreme conditions and terrains. It has the 3rd person perspective i.e., the user can see the rear end of the rover he is controlling. Every level of the game varies in difficulty and pacing. Each level in the game includes immersive environments and real-time physics which are possible due to the Unreal Engine 4. Our endeavor was to achieve the quality of an AAA title though we had limited resources, manpower, and time. We strived to give the gamer a complete, immersive and engaging gaming experience.
The game features terrain traversal through distant, alien and ruinous terrains, and the stakes keep going high with each level. Its a time trial run where the player needs to reach from the start to the end of the map setting his/her lap record. There are various maps, routes and sublevels in each world offering a unique experience in each repeated playthrough of that world.
Three Distinct Worlds :
GrassLands: Elven Ruins Map : Players begin their journey surrounded by a lush, vibrant environment amidst the traces of an old ruinous elven civilization, other maps include Jungle of Sorrows and Twilight Ravine.
IceLands: Frozen Cove Map : The adventure continues through treacherous icy landscapes, where slippery surfaces and dystopian settings test both skill and strategy, some other maps are Blizzard’s End and Eternal Tundra.
FireLands: The Forge Map : The final challenge leads to molten volcanic terrain, complete with flowing lava and erupting hazards that demand precision and quick reflexes. Other maps include Infernal Abyss and Hellfire Basin.
Level design in Project Icarus features a careful balance between artistic creativity and strategic complexity, with each environment scrupulously crafted to be both visually captivating and existentially challenging. We started with high-quality assets from the Unreal Marketplace, then customized them in Blender to suit our game's unique theme. Each element, from the terrain to the props, was meticulously optimized to ensure seamless integration and stunning visuals. The pacing was carefully calibrated to maintain tension and excitement, keeping players on the edge of their seats as they navigate treacherous terrain and overcome formidable obstacles.
The use of cameras and motion blur adds a cinematic flair to the gameplay experience, enhancing immersion and realism. Real-time field of view adjustments further heighten the sense of immersion, allowing players to feel as though they are truly inhabiting the game world. We implemented intricate collision mechanics, ensuring that every bump and jolt feels authentic and impactful, adding an extra layer of depth to the gameplay.
Through well-mapped nodes, we defined smooth and logical gameplay flows, ensuring every moment feels engaging and rewarding. To enhance the audio-visual immersion, we curated a list of custom soundtracks that perfectly complements each level's mood. The dynamic sound effects bring the world to life, teleporting the player into the terrain itself. Using Unreal Engine’s advanced lighting and particle systems, we added atmospheric depth to visuals that hook the player from the very first scene.
Ea
Project
Icarus
Our game features intuitive menus, including a start screen, pause menu, and game settings, making navigation simple and hassle-free. Thoughtful menu animations and transitions maintain consistency with the game's futuristic theme. Dynamic HUD elements display essential variables like the speed, gear, the timer to monitor your lap-time etc.
To ensure seamless performance, we optimized assets using LOD (Level of Detail) techniques and implemented dynamic loading zones. We integrated a robust save system with checkpoints and manual save options to respect player time while maintaining a challenge. We defined start and finish areas with triggers. The timer starts when the player enters the start zone and stops upon reaching the finish.
Developing gameplay mechanics in Unreal Engine 4 (UE4) involved a robust combination of blueprint scripting, node-based logic, and a clear understanding of the engine's frameworks. We designed the rover mechanics to offer an immersive and dynamic experience, focusing on physics-based movement with realistic wheel traction, suspension, and torque.
We utilized Unreal Engine 4’s Physics Asset Tool to fine-tune collision bounds, ensuring realistic interactions between the rover and complex terrains while minimizing computational overhead. To handle dynamic interactions, we deployed Line Trace by Channel for real-time surface detection, adjusting rover behavior like traction and suspension based on surface characteristics.
As development progressed, we encountered numerous challenges, from technical hurdles to creative roadblocks. Tight deadlines and limited resources added additional pressure, requiring the team to stay flexible and adapt to changing circumstances. However, our passion and determination never wavered, and we continued to push forward, overcoming obstacles and finding innovative solutions to bring our vision to fruition.
The testing phase was a crucial step in the development process, allowing us to identify and address any bugs, glitches, or gameplay issues. This involved extensive playtesting, both internally and externally to gather feedback and make necessary adjustments. Iteration was key during this phase, as the team fine-tuned gameplay mechanics, level design, and overall player experience.
Our game was highly acclaimed by both peers and faculty and we achieved the highest score in the class.
Project Done as a part of B.Tech 3rd Year (Semester 2) Project Based Learning Course