Final Devlog











Devlog: Final Project Submission
1. Lighting
Lighting serves as one of my main narrative devices in this level, guiding the player's emotional state and navigation. The lighting design mirrors a small narrative decision. The entrance has bright, warm illumination to establish the "Art Studio" as a welcoming, safe environment. As the player progresses deeper into the facility, the lighting intentionally shifts to dimmer lights to induce tension and signal the transition into the unnerving and more tense phase of the gameplay loop. A key rect light was rotated specifically to highlight the "Prized Possession” piece of art. This acts as a visual anchor, which I hope, draws the player toward their ultimate objective. Since the midterm, I significantly optimized the scene by reducing the total dynamic light count. To compensate, I adjusted the exposure settings to ensure player visibility without sacrificing performance or the intended atmosphere.
2. Materials
My material selection focuses on a "modern industrial" aesthetic, utilizing clean metals and sleek surfaces to ground the game in a contemporary setting. I utilized a high-quality FAB pack to ensure texture resolution remained consistent across the level. One additional pack added a thematic clash with a shelving asset that originally featured a heavy rust material. To align this with the clean, modern vibe, I modified the material directly. By isolating the Blue channel (from the RGB texture) and multiplying it to create a lighter grey variant, I successfully transformed the rust into a textured brushed metal. This ensured the prop fit the environment without requiring an external re-texture.
Grass does not render in build for some reason
3. Audio
(The recording does not do the rusting and the rain justice it seems to cut out some audio)
I composed an original main menu track to capture the specific "Modern Art Heist" aesthetic, sleek but suspenseful using a simple fun loop for the main menu. To ground the player in the physical world, I implemented distinct footstep sounds for character movement for all animations and interaction sounds for throwable objects. I also added an overarching layer of subtle rain and rustling leaves to the outdoor sections. This fills the frequency spectrum and prevents "dead air," adding to the immersion of the environment.
4. VFX
I created a particle system to create visible rain in the outdoor areas, matching the ambient soundscape and adding motion to the otherwise static exterior. I also added a smoke particle system following some of the exit pipes.
5. Post-Processing
The post-process volume is the final layer that unifies the game’s visual identity. I increased the exposure slightly to balance the lower light levels in the horror sections and added a subtle bloom to light sources to soften the "digital" look of the geometry. To enhance the eerie narrative tone, I introduced a hint of chromatic aberration and film grain. I utilized temperature grading to reinforce the narrative progression; the entrance is color-graded with warmth for comfort, while the deeper areas cool down slightly to unconsciously unsettle the player.
6. UI
(Video Attached)
The UI was designed to act as an extension of the game world rather than a separate overlay. I utilized a palette of deep greens to reflect the Earthy style of the Art Studio setting. To bridge the gap between the organic studio theme and the modern heist mechanics, I selected a futuristic font. This font choice mirrors the company logo within the game, which helped create a consistent identity across both the HUD and the diegetic world.
6. Overall
I am satisfied with the project's final outcome. The rework of the enemy attack system significantly improved the difficulty and resolved bugs identified in earlier playtesting. This change prevents players from running away, forcing them to make deliberate choices to avoid being caught.
In hindsight, I would have implemented detailed level design earlier in the project to allow for more refinement. Given additional time, I would also focus on altering the distraction item, as I noticed the AI only interacts with it sometimes during playtesting.
Files
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Game Design 1
A stealth game made in Unreal 5.6
| Status | In development |
| Author | Aidenk6305 |
| Tags | Singleplayer, steal |
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