Description
Genre: TPS, Adventure
Team: Personal Project (Alone)
Platform: PC-Windows
Release date: 2024
Genre: TPS, Adventure
Team: Personal Project (Alone)
Platform: PC-Windows
Release date: 2024
Main Position: Level Designer
Duration: 3 weeks (2024)
Design the levels of the game, their goal, and overall pacing
Implement different narrative or level events using Blueprints
Using IWALS and its enemy AI system to create fun encounters and climbing sections
Beats & Level Concepts
Before anything else, I wrote down the different mechanics that I had available, focusing on how I could use and blend them together so the player could have a unique experience.
Additionally, I thought of some games that would act as a reference for the basics of how the level should be played or read.
Level Areas & Connections
After defining the setting, the different mechanics, and the areas that will feature in the level, I designed a Bubble Diagram to better understand how they would be able to connect and the needs for some landmarks, vistas and other guiding elements.
Note that this was created as a quick overview of the intended experience, it was used as starting point for the blockout.
Gathering References
I also gathered some real-life examples of how the areas would look like, using the setting of a tropical/pacific island.
This also helped while creating the terrain in-engine.
Initial Layout
Final Map Structure
AREAS BEFORE & AFTER
To focus the player's attention I created some specific areas where, taking use of the camera being stuck looking in a direction, I blocked the view of the laterals so the player could focus on an important landmark.
In this example, the player is exiting the temple, after opening the door, and sees in a framed position the final goal of the level, the Harbor with the lighthouse.
Before any important moment where the player needs to fight a number of enemies (Checkpoint & Harbor), I added a small vantage point.
The idea was to give enough information of the surrounding to the player, but make it a bad position to defend, so it is not abused, resulting in less interaction with the covers and elements.
To immerse the player into the narrative setting, I created a few events that would appear through the level, the most important one is the arrival of the ship, the objective to be sabotaged.
I used the level sequencer tool from UE5 to create it, using Blueprints to trigger it when needed.
Thorugh all the level, the player can see their next objective, seeing how they approach it after completing a new area or section of the level.
An example of this is how the player can see the lighthouse as soon as they exit the temple, only to see it from the checkpoint after killing the enemies.