Unreal Engine 5 - Level Design - Design Documentation
Check the full design documentation here: Peril Design Document.docx
What’s «Peril»?
«Peril is a FPS with a nice mix between old aesthetics and modern controls»
The game will challenge the player with several enemies, all with very different pattern attacks while they will have to find keys to open doors and experiment with different playstyles with new weapons.
Level Flow
For my level, my aim from the beginning was to allow the player some decision-making on how they want to explore the environment.
Some areas will balance themselves according to where the player has been. For example, if the player goes in the blue area first, once finished it, and moved to the red area it will make it slightly harder than the first one, and vice-versa if they wanted to explore the Red area first.
Handling the Backtracking
The Central Room “A4” is an area where the player is expected to pass through multiple times. The design of all the other sections is made so that once the player will finish them, they will find themselves in (or very close) the middle of the map, ready to start exploring another section.
Multiple Triggers will add some enemies each time
Rewarding the player
The blaster and the ultimate have always been very powerful assets.
For this reason, the blaster will be available somewhere in the middle of the 2nd phase. The ult charges are a total of 8, half available in the 1st phase and the other half in the 2nd phase.
Orientation
To help the player in the orientation throughout the map, I played with different types of light colours. The area on the left is blue, the one on the right is red, and the labyrinth has different colors to make each corridor recognizable.
Some windows allow a small view of the surroundings, all placed in the same direction.
Main inspiration - Resident Evil 2
The level flow of the police station will change depending on which character the player has chosen as the first one and the second one. This fascinating change in pace makes the 2nd playthrough more engaging.
2nd Inspiration: Super 3D Noah’s Ark
The player takes the part of Noah, wandering the Ark, using a slingshot to shoot sleep-inducing food at angry attacking animals, mostly goats, to render them unconscious.
Ok seriously, Wolfenstein 3D was my 2nd inspiration.
Check other game/level design projects I've made: