Before building the level in Unreal Engine, I created detailed level design documentation that translated the narrative into a clear, playable structure.
I defined the sequence of locations, the player’s objectives, key story moments, environmental interactions, and the intended pacing of the experience. This helped me understand what each area needed to communicate and how the player would progress naturally through the story.
The document became a shared reference for the team, helping align level design, narrative, art, and programming before production moved into the engine.
From documentation to playable space
Using the documentation as a foundation, I translated the planned level structure into the first playable blockout in Unreal Engine.
At this stage, I focused on establishing the scale and proportions of each location, defining the main player route, and placing key narrative moments. Working with simple geometry allowed me to quickly test how the spaces connected and whether the intended progression felt natural and easy to follow.
The blockout gave me a practical foundation for evaluating navigation, pacing, sightlines, and the overall flow of the level before moving on to environment art.
Guiding the player
When leaving the central hub, the player could immediately see three distinct landmarks representing the main locations they needed to reach. Their height, unique silhouettes, and placement in the environment made each destination recognizable from a distance.
I used environmental geometry, lighting, points of interest, and carefully planned sightlines to frame these landmarks at key moments. Paths and surrounding structures gradually revealed the next destination while limiting visual distractions and preventing the player from becoming disoriented.
This approach allowed players to understand the structure of the world, choose their next objective, and navigate naturally with minimal reliance on UI markers.
Telling the story through the environment
Because Dreamfall was a narrative-driven game, each location was designed not only as a playable space but also as part of the story and worldbuilding.
I worked with the narrative team to translate important events into environmental details. The placement of abandoned objects, damaged structures, distinctive landmarks, and traces left by previous inhabitants helped suggest what had happened in each location before the player arrived.
I also arranged narrative events and environmental clues in a deliberate order. As players explored the world, each area revealed another part of its history, gradually building context, atmosphere, and curiosity without relying entirely on direct exposition.
From blockout to environment art
Once the layout and player flow were established, I began transforming the blockout into the final environment using assets created by the art team.
Throughout this process, I worked closely with the environment artists to preserve the level’s scale, navigation, landmarks, and important sightlines. I replaced the placeholder geometry with final assets while ensuring that added details supported the atmosphere without reducing gameplay readability.
The final environment retained the structure and design goals of the original blockout while using architecture, lighting, and environmental details to strengthen the worldbuilding and visual identity of each location.
Bringing the world to life
The final level brings together the entire design process—from the initial documentation and blockout to a fully realized environment.
Using the final assets, lighting, and environmental details, I shaped each location to strengthen its atmosphere and visual identity while preserving clear navigation, important sightlines, and the original player flow.
The finished environment supports both exploration and storytelling, creating a cohesive world that naturally guides the player through the experience.
Location two - The forest
After completing the first map set on the Moon, the player continued their journey through the Forest—the game’s second main map.
I designed this location using the same process, beginning with a blockout focused on scale, navigation, sightlines, and the player’s route. After validating the layout, I replaced the placeholder geometry with final assets, vegetation, and lighting.
While preserving clear navigation and the original level flow, I gave the Forest a distinct atmosphere and visual identity that contrasted with the Moon.
Building the forest blockout
I began designing the Forest with a playable blockout, using simple geometry to establish the map’s overall structure, scale, and main player route.
I shaped the paths and surrounding environment to create clear sightlines, recognizable landmarks, and a natural sense of progression. The blockout also allowed me to test how the player moved between key locations and how the pacing changed between open spaces and narrower paths.
Once the layout was clear and functional, it became the foundation for the final environment art.
The final forest environment
The final flythrough showcases the completed Forest map, including its main player route, landmarks, environmental composition, lighting, and atmosphere.
Throughout the location, I used lighting and glowing insects as natural visual guides. Their placement drew the player’s attention toward important paths and points of interest, helping them navigate the forest without relying heavily on UI markers.
The finished environment preserves the structure established during the blockout stage while giving the second map its own distinct visual identity and mysterious atmosphere.