Game Development Portfolio

Steel Lizard Stealth
This project was made for my B1 Personal Progression assessment. It is a action-stealth game where you have to sneak into an enemy compound whilst avoiding being seen to retrieve sensitive files. It features one level, full voice acting and a lot of tools to use to your advantage.
Project Breakdown
Metal Gear Inspired Stealth Action.
"Steel Lizard Stealth" is a Metal Gear Solid inspired stealth game. You must retrieve sensitive files from an enemy compound whilst using a large array of tools like smokescreens, a cardboard box or a tranquiliser gun.
Features


You can alternate between 3 modes of movement being; walking, crouching and crawling prone. These change your movement speed and how loud you are. You can also dive to get to prone quickly.
There are 2 different guns in the game; the Tranquiliser Gun and the Assault Rifle. One gun puts enemies to sleep while the other one kills them but is loud.



You can drop a smokescreen at any time to stop yourself from being seen by enemies.
The game features a cardboard box, as all good stealth games do, that when worn makes you undetectable to enemies as long as you stop moving.


The "Slam Attack" can be used to gain height and momentum, as well as being used to defeat enemies


Enemies in the game operate on two states; "Caution", where they investigate any noises or sightings of the player. Or "Alert", where the enemies all run towards the player regardless of where they were stationed
The player can also use a scope to survey an area, as well as marking any enemies or security cameras in an area.



The game also features fully voiced "Codec" calls where the player can receive help or advice from the Colonel.
Upon finishing the objective the player will be ranked based on the points they accumulated, getting a rank from "A-F", with "S" being the highest and "F" being the lowest.


Skills
Game Artificial Intelligence (AI)
One of the big things that I learnt for this project was how to make and use Unreal Engine's Behaviour Trees to make reactive AI. This was a big hurdle as I had never tackled this before.
Completing work by a deadline
During this project I set myself small manageable deadlines that features had to be ready by. This meant that I always had something to work on and that necersarry parts of the project were completed first.
Programming
For this project I was the lead programmer. This project was unique as I had to learn how movement states worked, as well as stealth game mechanics in general to ensure my finished project was what a stealth game should be.