This video introduces you to the cinematic sequence we will be using in this level, providing an overview of what is covered.
The first thing we need fo our cinematic sequence is some prop positions to use for camera positioning. Here, we set up the enemy skeletal mesh.
By animating the camera first, we can focus what we animate to make sure we're only working on those things that are included in the camera's vision.
In order to pass the player's view over to our camera actor, we need to set up a Director Group. To prohibit control, we also put the game in Cinematic Mode.
In this video we use Matinee to animate the material of our fluorescent light object, causing the light to flicker before switching on.
With the material animating, we now need an actual light to illuminate the scene. Here, we establish that light along with an appropriate sound effect.
In this video we animate the enemy robot skeletal mesh to make a threatening gesture when the camera is focused upon it.
Once the skeletal mesh has done it's job, we need to spawn an AI controlled bot which can run into the room and attack the player during gameplay.
The AI driven bot is fairly dumb in this example, as we have no navigation objects. As such, we need to tell the bot exactly how to reach the player.
In this video we establish some initial conditions for our level, which will help things to reset as we jump in and out of the Play in Edtior window.
Right now our bot dies far too easily, such to the point of being an anticlimax. In this video, we add health to the robot over time, making him difficult to destroy.
Music can help drive the overall feel of the gaming experience. Here, we show how we can shift the music into different moods based on in-game events.