
DEADEYE FMP PROJECT
Introduction
Deadeye is a concept for a stealth-action game that I created around four years ago, that follows a young adult who becomes a deadly assassin and takes out members of a dangerous organised crime group across the United Kingdom. The story was inspired by games such as the Hitman franchise and would later be expanded on after I took inspiration from iconic blockbuster superheroes such as Batman, Iron Man and Spider-man. This would soon become known to me as the HYTH series, a universe full of mysterious people and creatures with different stories to tell, and also different types of video games for players to enjoy. I decided to choose the Deadeye story as my final year FMP at college since it was the game concept that started it all. The past projects that I've produced were at least tied to the Deadeye story in some way, including the abandoned project and FMP, which were both produced during my first year of college. Those projects featured characters such as human-animal hybrids, mad scientists, pirates and drug cartels, while the Deadeye story involves zombies, dangerous mobsters and deadly assassins. Being the first of these stories that I created and trying to go with the most authentic feeling story that I wanted at the time, Deadeye was the only one of these "zombies" to be featured in the original story, after being brought back to life by a genetically-modified necroa virus.
Assets used in the project
Procedural Building Generator

Procedural Building Generator asset pack in the Unreal Engine Marketplace.

Procedural Building Generator assets used in my Unreal Engine Level.
- This was the first of many asset packs to be added to my level. Since the level takes place in the middle of Birmingham, which is the 2nd largest city in the UK, I thought it would be good to make buildings that the player would be able to explore in my level. However, the building generation is rather clunky and unpredictable, so I decided to use it to make buildings in the background.
Infinity Blade - Temple

Infinity Blade: Temple asset pack in the Unreal Engine Marketplace.

Infinity Blade Temple with Procedural Building Generator assets used in my Unreal Engine Level.
- I added this pack to my level in hopes of using the Asian temple assets to achieve the exotic aesthetic of Birmingham's Chinese district. What happened from there was me using one of the assets from the pack as a key location in the mission, which serves as an entrance to the villain's base and also holds a place for the player to exit the mission.
Twinmotion Boats Pack 1

Twinmotion Boats Pack 1 asset pack in the Unreal Engine Marketplace.

Twinmotion Boats Pack 1 assets in my Unreal Level, in the canal area (Dinghy and Green Jetski).
- I added this asset pack a little later into the development of the level since I needed a boat for Deadeye to exit on in the canal area of the level. I decided to add the canal area to my Unreal Level to represent Birmingham's massive canal network.
Soul: City

Soul: City asset pack in the Unreal Engine Marketplace.


- I added this asset into the level because I needed a frame that I could give a red color to accurately represent the architecture seen in the Birmingham Chinatown district. Some assets from this pack were also included in the Procedural building generator pack.
Soul: City assets in my Unreal Level (Scaffolding, some of the building assets also came in the procedural building generator pack seen above, and the wooden gates were given a recolored as red and used as window frames as seen in the image above with the boat assets).
200+ Grunge Decals

200+ Grunge Decals asset pack in the Unreal Engine Marketplace.

200+ Grunge Decals assets on the canal bed in my Unreal level.
- Another asset pack that I added a little later into the development. I decided to add it since the Cherry Hill Hotel (building that the enemy is staying in) is meant to be run down since it is under renovation. Unfortunately, the decals only seem to work on flat surfaces instead of walls, so I added them to floors off the level instead, mainly the canal bed.
Chainlink Gate

Chainlink Gate asset in my Unreal Level.
Chainlink Gate asset in the Turbosquid Marketplace.
- I added this asset to the level because I wanted a locked gate between the loading bay and the main plaza. However, because I didn't get round to making the plaza, I decided to put the gate in the park to serve as an exit from the mission when the player has completed the objective.
Picket Fence

Picket fence asset seen in my Unreal level.
Picket Fence asset in the Turbosquid Marketplace.
- I added this asset to the level because I wanted a fence to keep the player from getting out of bounds. I was originally trying to get a fence that had an Asian color palette (E.G. red, gold and green), but I eventually settled on this asset since it looked run down like the hotel where the target is supposed to be staying. I later gave it the same red wood material that the window frames on the hotel have, since the material that was pre-applied didn't import properly, and the material I actually gave it was very low-resolution.