
Benjamin Foster


Trailer
Type: Personal Project
Software Used: Unreal Engine 5.5, Adobe Illustrator
Genre: Action-Adventure/Souls-Like
I used this project as a challenge to create a "Catacombs" style level from Elden Ring. I'd used this asset pack in the past, and found that it emulated soul-like combat perfectly. So I knew I had to use this pack again, with a full souls-like area in mind.
One of the criticisms of these types of levels, was their repetitive nature. Fans expressed that even a purely artistic change would be a welcome improvement, as they all have essentially the same art. So I set out to create a level that would be at the very least, visually distinct. I also wanted to make the level feel unique in its mechanics, as each Catacomb is fairly different. The level has a few scripted events, like the Spiked Platform Puzzle, the Crushing Stone trap, and the spiked ceiling paired with the moving floor trap. I also created a full enemy respawning system, where enemies respawn in their original position; just like a souls game!
The asset pack I referenced and used for this level was the Dynamic Combat System - Bundle. This pack was good for simulating close to mid-range combat, which is perfect for a souls-like game. It was also advantageous to utilize some of the more advanced character scripting, and equipment system within it.
Trailer
Type: Personal Project
Software Used: Unreal Engine 5.4, Adobe Illustrator
Genre: Action-Adventure/Souls-like
I used this project as a challenge to create a level that would fit within an Action-Adventure/Souls-like type game. The game I chose as inspiration for my level, was Elden Ring. I had previously used this asset pack for a different project, and felt it perfectly emulated the controls in Elden Ring.
I wanted to create a version of my own, of one of the Catacombs levels in Elden Ring. while changing up the environment and pacing. One of the criticisms of these levels from fans, was the repetitive aspect of these levels. They expressed that even a purely artistic change would be a welcome improvement. So a few of my main goals were to give this level a visually distinct feel, while also implementing some new mechanics to set it apart as its own area. The level has several scripted events, like the Spiked Platform Puzzle, the crushing Stone Traps, and the spiked ceiling paired with the moving floor trap. It also has a fully scripted respawn system for enemies, so they respawn upon the players death; just like in a souls-like!
The asset pack I referenced and used for this level was the Dynamic Combat System - Bundle. This pack was good for simulating close to mid-range combat, which is perfect for a souls-like. It was also advantageous to utilize some of the more advanced character scripting, and equipment system within it.
Walkthrough
Summary
The Tarnished has gone off the beaten path and discovered new lands. They’ve reached a new sand biome where there are rumors of worshippers of Godwyn stirring up rebellion. Along the way, they stumble into a pyramid, and are hopeful for more information to point towards these followers. The Tarnished needs to navigate the underground pathways, to find a way to access the guardian of this tomb, and eliminate him. It will take all of the Protagonist’s skills in swordsmanship and archery to achieve their goal.
Constraints
-
Unreal Engine 5
-
Dynamic Combat System - Bundle (Character Controller, AI, and Equipment System)
-
Action-Adventure/Souls-like genre: Appropriate framework to facilitate gameplay in this genre.
-
Player must see the "boss door" at the beginning
-
Level must be visually distinct from other "Catacomb levels" in Elden Ring
Layout
Top floor

Bottom floor

Image Gallery
Quest Overview

Step 1:
Wake up at the site of grace, and venture into the tomb

Step 2
Pass by the Grand Gallery towards the Common Tombs and combat guards, as well as discover secrets

Step 3
Discover the hidden path below the Spiked Ceiling Trap room

Step 4
Fall through the sand trap in the Queen's Chamber and fight the guards hiding below

Step 5
Cross the chasm in the Spiked Puzzle room, and pull the hieroglyph lever on the other side

Step 6
Pass through the Side Tomb, passing back into the Common Tombs

Step 7
Pass back through the Queen's Chamber and pull the hieroglyph lever


Step 8
Pass back through the Grand Gallery and pull the final hieroglyph lever to open the Boss Door

Step 7
Eliminate the Final Boss to lift the Curse
Custom Blueprints
Enemy Respawner

Platform Puzzle

Boss Door

Stone Trap

Spiked Ceiling Trap

Reference Board
