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Isolation
(Cosmic Vision Studios)

An open world, multiplayer, horror, zombie, sci-fi, survival game where players must survive the desolate environment and what hides on the moon's dark side.  Players can join forces to defeat their common enemy or decide everyone is hostile and fend for themselves.

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Teaser Trailer
 

Made in Unreal Engine 5 Sequencer

Company - Cosmic Vision Studio 

Team Size - 1 (Solo Project)​

Team Role - (Everything)

Genre - Open world / Multiplayer / Horror / Sci-Fi / Zombie / Survival 

Engine - Unreal Engine 5

Platform - PC (Steam)

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My Tasks

- Concept Art

- Game Design 

- Game Development (Blueprints)

- Level Design

- UX/UI Design

- Modelling (Blender)

- Voice Acting

- User Testing / Analysis

- Cinematics (Unreal Engine Sequencer)

- Promotional Images / Trailers 

- Business marketing and outreach

- SDK Integration (Steam)​

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Gameplay walkthrough (Fuel Cell Level)

Gameplay of a primary mission that players can arrive at and play at any time, but completing this mission brings the player closer to repairing their ship and escaping from the moon.

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The level was made initially by white boxing the layout beneath the landscape and placing trigger boxes in specific positions to ensure the game mechanics' function. Once completed, I used a modular Sci-Fi asset pack. Curtain assets were changed and adapted in Blender to suit my purpose. I then created this underground facility which contained a jail to hold test subjects, a bio lab, an arsenal and a central control room. Other areas of the map are locked and hidden from the player to prevent the player from getting lost and losing sight of the goal of turning the power back on. Throughout this smaller mission, the player must use the help of their companion, the tiny robot, to help to lift vent panels and use their light function to allow the player to see and progress to the different parts of the map. The player must also find a key disguised as a chopped-off hand, and the level can only be started once this is found. However, once the player has made their way through the level, a few jump scares and tension-building music play throughout to heighten the tension as the player is unsure of what will happen. Then finally, when they reach the control room and restore power, the facility grinds back into action, and the lights turn back on, a drastic change from the previous dark level they were just in. They can then collect the fuel cell and leave the facility, to which a horde of angry space zombies greets them. The player must then fight off the undead and escape before being killed.

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Open World Map

The map is vast, with the main design front having various locations the player could explore at their digression, allowing the player to complete the game any way they would like. The map contains five space stations (As shown above), three large cave systems, two underground facilities, three military checkpoints and the crash site where the player initially spawns. The main areas are connected via a road indicated via a moon buggy's tyre tracks to help the player find these locations. Others are hidden and will need exploration or finding items that begin the mission, which will cause a map indicator to appear to show the player where to go.

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Multiplayer

Multiplayer is a huge part of the game, with players being able to team up into teams of 4 against other live players. Here is a small sample of the different skins the players can choose from. All player and weapon skins will be free and found throughout the map, as the only thing the player will be charged for is the initial purchase of the game. On a server, the aim is to have up to 20 players on at a time to allow for base building and PVP, which can be further developed and make the game into a huge open-world space sandbox.

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Steam

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The game is currently being marketed on Steam, with it soon to be released, but with all the work being done by myself, this is taking longer than expected. The idea is to charge £2.99 for the game and then any DLCs or updates coming to the player for free.

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©2023 by ConnorHutchison.Portfolio. 

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