Forest Captive
- Elizabeth O'Hara
- Oct 18, 2023
- 2 min read
Updated: Jun 16, 2024

Forest Captive is a 3D school project built in Unreal 4.27. The main objective was to explore how space and form can help shape and design a level. It was built within a two-week timeframe, as a way to practice rapid production of preproduction documents and the block mesh build.
This project was one of the first 3D projects I created. The original project was completed in 2021 and I decided to update it in my free time. I spent a few months on it, stealing time between finishing my bachelor's and working full-time to finish it. The updated version was started in Unreal 5.1 and finished in 5.2. Materials have been updated, the block out and meshes have been rebuilt, UI added, cinematics were redone and tweaked, more gameplay and animations were added, and audio and visual effects were added.
Updated Project:
Overview: Set in a world with a long-running war, the player finds themselves behind enemy lines as a prisoner of war. At the start of the level, rescue platoons can be seen from the player's prison cell and their captors have fled, leaving all prisoners behind. The player and another prisoner are left to find a way out of their cell and meet up with the rescue platoon. The player can pick up, drop, and interact with items, and talk to the other prisoner as they navigate the level.

Script: Scripts were made for triggering cinematics, triggering animation changes, picking up and dropping items, conversing with the other prisoner and triggering the UI, the flight path for the shuttles, breaking down the door and gate, swinging the axe, upgrading the axe, collecting the gold pieces, and triggering audio and visual effects throughout the level.
Preproduction: Preproduction documents include creating a walkthrough, timeline, asset list, and a reference collage.
Video Walkthrough:
Imported Assets:
Shuttle 3D Model
Lanterns Low poly Models
Basic Survival Animation Pack
GOOD SKY
Original Project:

Overview: The player, having been captured by enemy aliens, is being held in an old warehouse. At the beginning on the level, the Alliance has sent the aliens running, leaving several of their captives alone in the now abandoned camp. In the opening cinematic the player sees Alliance spaceships and shuttles approaching and a flare go up in the sky. The player has to escape the room they're being held in and then approach the location of the flare to escape and end the level.
Script: I created the intro, flare, and outro cinematics for the level including their triggers. I scripted the player's ability to pick up and drop specific objects, recognize when the player picks up the axe, the player's ability to break (destroy) the door with the axe (key) they find, and the AI movement and triggers of the captive that helps the player get out of the warehouse.
Imported Assets:
SuperGrid Starter Pack by ZeOrb:
Video Walkthrough:
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