Doors Technical Design


I took part in the Into Games Technical Design Sprint in May 2024. The 3 week sprint was lead by Yasmin Curren, an experienced technical designer in the UK games industry. With her guidance, I created a prototype for a Door Design with Blueprints in Unreal Engine. The course reinforced my knowledge in visual scripting with Blueprints, and I learned about best practices for intepreting, editing and writing technical documentation during the game development process within a professional pipeline. 

Video of Prototype:



This video demonstrates the basic functionality that needed to be met from a design document supplied by Yasmin. In these documents are design features that are Musts, Shoulds and Coulds. For the purposes of the course I focused on developing Musts and Shoulds. The hypothetical game designer needed to door to do the following: 

  1. Toggle between Opened and Closed states.
  2. Doors can have their mesh, sound effects, textures and animation changed in editor without changing the Actor.
  3. Doors should be able to swing both ways to give Designers control on whether they should swing away from the player or be fixed to swing in another direction.
  4. Doors can be set to close automatically after a set duration.
  5. Speed of the door opening and closing can be easily edited.
  6. Doors show a clear interaction point when the player is close enough
  7. Doors can be locked and unlocked by items or game events.
  8. Doors can start ajar in the scene before a player interacts with it.

I chose to implement these features with Blueprint Interfaces and Data Assets in Unreal. The course also introduced working with Data Tables and Parent-Child hierarchies to create our prototypes, but I chose Data Assets because they tend to scale more efficiently, and create a discrete interface for other team members to add variants without having to edit any Blueprints directly. 

Blueprints:
Data Assets: