Warehouse Whitebox

Weight: 25%

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Due: Week 7 (February 16th, 2017)

The objective of this assignment is to plan, develop and ultimately test your own reclaimed warehouse space using the Unreal Engine 4 Editor.

You should run the theme for your warehouse past me before you start.

Before making your final decision, remember that you will be working with this level you create for the rest of the semester. It will become the foundation for your next assignment. It will also impact your Modeling and Rendering classes. Choose wisely.

Once you have chosen a theme, you’ll want to spend a little time looking for reference that applies. You need to design a top down floor plan for your level.

For more about your floor plan, visit the Mapping Assignment page. (Due Feb 2nd, 2017


Map out your ideas in a general form on paper and designate a scale before tackling the somewhat more technical (and buggy!!) task of building it within a game engine. Mapping the layout of your floor plan does not solve all your problems. This 2D abstract must be extended to 3D space. When designing your space, consider the following:

Clear Paths: You want to make sure that when moving around the space, exits and options for moving around your rooms are readily apparent. Creating architectural space is about how we relate to the space in which we are confined, but it’s also a balance between options and direction, or Flow.

Interconnectivity: Remember that architectural space isn’t just about the rooms, but also about how those spaces are connected. It is very easy to create maze-like, convoluted space – avoid it. It makes for bad level design and even worse architectural space. Consider both main hallways and optional side passages.

Staircases v.s. Ramps: Staircases are generally easier to implement, look better, but are harder to texture. Consider how you want your visitor to travel along the vertical axis of your space.

Decoration/Props: Consider how effective decorative brushes in your space can be. Consider the realism of adding columns, pillars, arches, ceiling beams, props and supports and how they can transform the space.

Remember, all spaces MUST have a PURPOSE!

For this assignment, you don't need final Static Meshes (models). Relax. You’ll get your chance in the second assignment. This is first about laying down the space before we can add lots of detail. Criteria for the project includes:

  • Design the space using only place-holder and design kit static mesh objects.
  • You must effectively light your entire space.
  • Your level MUST compile, and be “playable”.

Upon completion, you will submit:

  • A digital copy of your original map design
  • A 2nd digital copy of your map design, with design changes or notes pencilled in
  • A directory of your reference images
  • A copy of the UE4 Project folder: M1_Lastnamefirstinit

Check your work! Do not wait until the last minute to test your space – issues like BSP Holes and HOM effects can run rampant if you’re not careful, and take time to fix. No extensions will be offered.

Remember that this will be the foundation for your next assignment, where you will be adding custom designed objects and textures, as well as more interactive elements within the engine, like volumes, animated moving objects, such as doors and elevators. Doing a poor job on this assignment will severely restrict your chances at a strong grade with the second assignment.