Battle-Train!

Nathan Duker

Advisor: Sharleen Smith

One man’s misadventures in trying to get a bacon egg and cheese turn into mayhem as he’s sucked into illegal underground fighting on the subway one late night.

Project Website Presentation
Battle Train Banner Image

Project Description

"Battle Train!" is a game/narrative experience built in Unreal Engine 5.

Technical Details

The project was built using Unreal Engine, Blender and Substance Painter. Mainly due to my background with 2D illustration, I had to transition over to 3D for the sake of getting the project done. It's a video-game/narrative experience that's in early stages of development.

Research/Context

For my final project at ITP, I spent quite a bit of time brainstorming around what I wanted to do. Seeing as it's my last project, I wanted to make sure that what I worked on would be memorable, enjoyable, but most of all: badass. I spent some time bouncing around various ideas. I knew I really wanted to work on doing something in a game engine, so that I could learn some new skills while building. One day, I was sitting with a good friend of mine on the subway, after an afternoon of goofing off and pondering the universe's deepest question: what if you could fight professionally on the subway and make money from it? Hence: BATTLE TRAIN was born.

The idea was pretty straightforward: we would tell the story of a guy who accidentally gets sucked into a world of illegal, literal underground fighting. We immediately got to work, as I started working on visuals and my friend worked on writing a seriously stellar opening act. As such, I made it my final mission to bring our vision to fruition.

I have experience working in Game Engines, specifically Unity. I have my game dev classes and my own curiosity to thank for that. Building games in Unity is fun, but I really wanted to make sure that I could prototype quickly, while also having visually appealing assets that I could leverage and quickly put into my scene without getting too sucked into the world of C# scripting. So I decided that Unreal Engine and Blueprints would be the place to do the work. This would be my first time doing some solo dev work in Unreal Engine, so I was excited to figure that out on my own. One problem: I have used Unreal Engine for Mocap purposes, kitbashing and environment building, but hadn't dabbled in interactivity and mechanics yet. But I would soon prepare myself to do so by doing the research throughout the Thesis timeline.