"Malice" is a 3D Souls-Like Game where you have to hunt down monsters in dungeons and craft weapons to progress in the world.Â
Genre: 3D Action Adventure
Engine: Unreal 5.2
Version Control: GitHub
Plattform: PC / Windows
Controls: Mouse + Keyboard, Controller
Target Group: Souls-Like players, Achiever
Setting: Postapokalyptic Medieval
Concept, Blockout and designing levels
Writing the Level Design Document
Prototyping & Balancing
Searching for references and group them up on a Miro board
Rough concept scribbles in Photoshop
Colourcoded blockout in Unreal with big shapes like cubes and spheres
Placing some placeholder assets like trees, walls
Level concept overpaint in Photoshop
Iteration
Level art and asset placement by dedicated artist
Testing and improvement
I am using Unreal's Level Streaming System to load different level parts of a bigger level
In the game there are dungeons to explore where the player have to kill monsters and finish bossfights. The Level is an abbandoned temple and should give a feeling to be a postapocalyptic location.
First, I drew a rough map on a piece of paper. The map showed the start area and surroundings in Mistwalk Highlands. I used our main references for inspiration.
Then I switched to Unreal and made a first Blockout with the Landscape Tool and Greyboxing the buildings
At one point, the scale of the spaces between elements in the map was to large and I rebuild it but this time without Landscape Tool, only with Greyboxes
While blockouting the level again, I playtested and iterated some elements and places, the town and waterfalls for example.
I used our assets to get a better understanding how the level with its point of interests could look like.
Next, I build the entrance to the dungeon and iterated it many times to achieve the feeling of being in a mountain region with many waterfalls.
A last step was documenting the new map.
In the game there are dungeons to explore where the player have to kill monsters and finish bossfights. The Level is an abbandoned temple and should give a feeling to be a postapocalyptic location.
First, I placed some cubes in Unreal to have a first rough idea of the structure. Based on that, I overpainted the level in Photoshop with some important details.
After that, I get back into Unreal and built the concept drawn in Photoshop, with geometric shapes.
I got negative feedback and tried to reiterate the levels.
I received feedback from my Co-Designer and iterated the level while building.
The Dungeon is built in different parts using Unreal's Level Streaming System.
The inside of the Dungeon is built in a different level file. Each area (with a boss for example) has its own level file.