Eastern Kentucky University | 2018 | UE4
December 18, 2018

Mine 18 - Game Designer

Mine 18 is a 3D exploration game based in the heart of Appalachia. This game was created using Unreal 4 and was showcased at E3 as a top 5 finalist for ESA's College Game Competition of 2018.

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Development Info

Game: Mine 18 - Appalachian Mining Town

Genre: 3rd person exploration/walking simulator

Developer: Eastern Kentucky University, Environment Design 2018

Engine: Unreal Engine 4

Responsibility

3D Game Design

World Design and Composition

Historical Research to ensure coherency

Project Management

Environment Design

UI Design/Programming

Blueprint Programming

Overview

A digital recreation of mining in Appalachia

Mine 18 is a 3rd person exploration game set in an abandoned mining town in Appalachia. Since the development team was primarily made of environment and prop artists an emphasis is given to the graphics and overall mood of the setting. This game could also be described as a walking simulator.

The objective of the game is to explore the abandoned mining town, find the location of the mine, and uncover what caused the sudden abandonment so many years ago. As the player explores the area, parts of the map will be revealed leading the player to the mine. Additionally, the player collects various journal entries that tell the story of the multiple residents who once lived there. By the time the player reaches the mine, they’ll have an understanding of what happened.

Design Goals

        • Design an experience that highlights Appalachia’s beauty 

        • Improve skills in game and environment design using UE4

        • Use the environment and in-game documents to tell a story on the struggles of mining communities

        • Use research to create a coherent experience for the given setting and time period

        • Create an inventory and map system

       • Lead a team over the course of three months to complete a demo

        • Create an environment that is similar to the real abandoned mining town, Blue Heron.

        • Create an atmosphere that can be perceived as both beautiful and uneasy.

Pacing and Level Layout

Flowchart outlining the intended movement and actions for the player

Final iteration of map layout before environment art began

Focal Points

Focal Points 1 and 2 highlight the rigid structure of mining camps. Since these camps would pop up so quickly, many of the houses were structured the same for ease of labor and to keep costs down. 

Focal Point 3 highlights what might be considered to be the ‘downtown’ of the mining camp, or it’s ‘main street.’ In Blue Heron, there weren’t that many options aside from church or school for entertainment.

Focal Point 4 gives the player a beautiful vantage point to look across the river and take in the beauty of Appalachia.

Focal Point 5 offers a glimpse into what a train station and tipple might look like. By using environment context, this area can also give a clue as to where the mine might be. 

Focal Point 6 is to highlight the importance of religion in Appalachia. There a beautiful church and cemetery that overlooks the town. The fact that it is located between the residential area and the mine enforces this assertion.

Focal Point 7 gives insight into how coal could be transferred across a river and into a tipple. This point also offers and beautiful vantage point of the surrounding landscape. 

Focal Point 8 is the location of the mine, Mine 18. The area is blocked off but looks like it hasn’t been used in many years. The player enters and the demo ends. 

Overview: Blueprints, Project Management, and UI

Blueprints

To orient the player in the world and fill out the map I used triggers that would detect when the player has entered an area. That area would then show up on the map.  Additionally, I created an inventory system that would store all of the journal entries the player picks up. The player could then go back and read all entries in order, no matter the order they found them in. 


Project Management: 

As project manager I was in charge of communicating and coordinating with the design and technical team to ensure everyone was on the same page. I assigned responsibilities and set deadlines for tasks. I was also in charge of managing the scope of the project to ensure it was within the capabilities and constraints of the team. 


UI Design and Programming:

For UI, I worked in UMG to create the map and inventory widgets for in game interfaces.

Using Photoshop, I designed and hand painted a map that would help the player navigate. 

In-game map showing locations of focal points and various path.

Press for Mine 18

Herald-Leader: “These EKU students made one of the best video games..”
Video Game Recreates Abandoned Kentucky Coal Town – WBIR
Video Game Shines Light on Coal Mining In Appalachia – WYMT
Pulaski Woman Helps Bring a McCreary Coal-Mining Town to Video Gaming – Commonwealth Journal
“Mining Town” Game Entry National Finalist – EKU Stories
EKU Top 5 At E3 College Game Competition
Live with Lee and Hayley:

Post Mortem

What went right?

        • The environment beautifully represents Appalachia and closely mimics the real world Blue Heron. 

        • The overall tone gives a sense of uneasiness, as if something is not right in the world.  

        • Using UE4 to design the landscape and overall level layout.

        • Creating an experience within the scope of time and capabilities of the team. 

        • Developed a complete experience and submitted it to E3’s College Game Competition and was a top 5 finalist as well as a candidate for the Unreal Awards. 


What went wrong?

        • Keeping the team on the same page was difficult at times. The vision in the first month and a half of development was changing constantly. 

        • As a student myself, giving tasks and deadlines to 14 of my peers often resulted in unfinished or late tasks. Additionally, the class was made up of developers with widely varying experiences with UE4, 3D modelling, and game development in general. A lot of time was spent on 3D modeling workflow and other tutorials throughout the 3 months. 

        • Our scope started out substantially larger than what we landed on. After a month’s progress I cut the scope down dramatically to ensure we could offer a complete experience at the least. 

        • We used high quality textures and models since one of the main goals was to create a beautiful environment. We succeeded but the unnecessarily high texture and poly count meant that the game ran slower on dated hardware. 

        • We found that some players would run off the path and not follow the intended flow of the level resulting in missed journal entries and areas. 


What have I learned?

        • Solidifying the main goals and pillars of the project is vital to success. Understanding your team’s capabilities and constraints will clue you in to the scope of a project. Start with the basics and build from there. 

        • Using historical research to digitally recreate a mining town. 

        • Landscape sculpting, painting, and using the foliage brush 

        • Use blueprints and UMG to create a map and inventory system 

        • Stages of development: Pre-production, production, release. 

        • Designing a landscape and overall experiences that tells a story.