The blockout level design image no. 1 took 2 weeks to finish (approximately 115 hours). I used landscape and blockout tools to create this map. This level is intentional, thrilling, exciting, and dangerous, with meticulously placed enemy encounters, loot, chests, traps, boss room, a secret boss/side boss location, NPC encounters, a hidden area, and more for the player to have a one of a kind experience while maintaining the action RPG feel that players crave. Players will roughly take 2-3 hours to beat this area depending on their knowledge of action RPGs. I also used my intermediate lighting technique to have the area look better.
The blockout level design image no. 2 took about a week to finish (approximately 45 hours). This level is one of the key areas for players to get all the way up to be able to progress through the next area. The level has multiple secrets, an interesting puzzle idea that tests players' perseverance, and finally fighting a mini boss before reaching the top of the tower. When the player reaches the top, they will have a chance to witness something that they haven't experienced in any game to this extent. This is a very dangerous place with many unique enemy encounters, traps, and item placements. This level will take anywhere between 30 min and an hour to beat depending on players' experience.
Image no. 3 took about a week (approximately 45 hours, much smaller level than image no.1 & 2), taking all the way from blockout to set dressing. This level is entirely hidden from plain sight, and if the players aren't observant, then they could miss this entire area. This area is for curious players who take their time exploring. Players are rewarded with rare loot, but it does require them to be careful because this area has a dangerous trap and enemies are more aggressive and annoying, which is why we have hidden this level to invite players who love action RPG games and crave difficult/rewarding exploring experiences.
My work in this project: blockout level designs, gathering references, enemy placements/encounters design, traps, Few side quests/puzzles, making breakable objects, provide help in environment set dressing, internal playtesting, discussing new ideas with the company founder/programmer, and Making primitive prototype traps using blueprints.
I love this game so much and I am incredibly lucky to be part of this project and very thankful to the company founder/programmer for his trust/support and also for teaching me his blueprint knowledge.