SPIDER-MAN

Inspired Environment

PROJECT DETAILS

I wanted to make a city area inspired by Spider-Man. Imagine taking a small chunk of an open world, that's what this project is.

Inspired by Marvel's Spider-Man for PS4 and Fisk's storyline from that game. Fisk Wilson, also known as "Kingpin", is the CEO of Fisk Industries who owns multiple construction sites around the city.

The construction sites are used as hideouts by Kingpins henchmen and the objective is to take them all down!

  • Developed over: 4 weeks 

  • Engine: Unreal Engine 4

  • Level Design

  • Player character used: UE4 - Spider Man Project by Lewis Fiford.

  • Assets used: Construction Site VOL 1 (Epic Marketplace), Construction Site VOL 2 (Epic Marketplace), Twinmotion Construction Vehicles 1 (Epic Marketplace), POLYGON - City & Town Pack (Epic Marketplace), Interaction With Advanced Locomotion System v4 (Jakub W Patreon, Epic Marketplace)

PRE-PRODUCTION

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My first task was to research what a big city like New York looks like, then maybe take some gameplay liberties with the city layout. The american roads tend to be very square, this made it easier to design a more realistic world.

MAKING OVERVIEW

REFERENCES

A city like New York would be the classic location for Spider-Man so that's where I took most of my inspiration from. A big city with the biggest focus being on a construction site that acts as Fisk's hideout.

OVERVIEW

INTRODUCTION

GAMEPLAY

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FREEDOM OF APPROACH

SWINGING

It was important to place enough elevated areas and tall props for Spider-Man to afford swinging with his web. This is relevant for travelling long distances faster as well as giving them options to approach enemies in combat zones. 

For moving around quickly I opened up bigger areas surrounded by tall  buildings. The combat zones are designed with a bigger variety in verticality in a more compact space, encouraging the player to move around more.

I have purposefully added apartment buildings that sort of enclose the construction site. From the roofs of those buildings the player is able to inspect and study every angle of approach as well as figure out their plan of attack. This grants the player a greater sense of prospect, making them feel more in control of the upcoming encounter.

CONSTRUCTION SITE

FISK HIDEOUT

FISK HIDEOUT

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GAMEPLAY ELEMENTS

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Barrels to throw at enemies.

Iron beams for Spider-Man to swing to.

ENEMY PATROL PATHS

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ENVIRONMENT

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STORYTELLING

Making the city feel alive was one of the fun things about this project. Being able to tell a story with the different areas of the city. 

ROOFTOPS

The player will spend less time on the ground compared to most games so I took time to plan and design for potential gameplay scenarios taking place on the elevated areas as well. 

GALLERY

REFLECTIONS

I remember playing Marvel's Spider-Man for the first time a while back and thought it was amazing, the music and the environments were stunning and I had so much fun playing. The mission that stuck with me the most was the first Fisk hideout mission. The level design was so interesting and I wanted to replicate the feeling I got when playing as Spider-Man in that construction site.

I realized two weeks in that I had spent a lot of time designing the ground areas and none designing the rooftops. It seemed so obvious in hindsight that the elevated areas were just as important, if not more important to refine. So most rooftops that didnt serve a big gameplay/story purpose turned into some fun parkour playgrounds.

Scale and space planning in the hideout was also something I had to iterate many times during development. Opening up more space to make sure the player camera had enough room, as well as making sure the player had fast ways of moving around with the web.