"Desolate" - Single player FPS map

Level Overview

"Desolate" is a single player FPS map made using Unreal Engine 5. So far, the map is just a prototype made using the cube grid feature in Unreal Engine's modeling mode. This was a solo project I made to help me practice level design and experiment with level layouts. I experimented a lot with verticality and layouts. I wanted to create a change for players with the verticality since it's more difficult to aim up than aim forwards. I put enemies in advantageous positions over the player but also allowed the player to have an advantageous position over enemies and gravitate towards areas that will allow them to have an advantage over enemies. 

Access the level and itch.io page here: "Desolate" Itch.io Page 

My Role

Gameplay Video

Final Layout

In Game Areas

Below are a FEW areas in game. 

I utilized a lot of positive space and objects in that space to guide the player around the level (staircases, paths, narrow hallways, cover) and utilized the negative space to give players the freedom to move around to avoid enemies in the map. According to Mirium, colors communicate to players different things, red communicates danger which is why enemies are symbolized by red in games, so I made enemies in my game red. Similarly, I made pickups blue since blue is a color used to make players feel calm and secure. I also used wayfinding elements/affordances such as paths and hallways to guide players. 

I utilized enrichment in my level through novelty and tension. For tension, I made hallways smaller after the player enters a big space, this increases tension because the narrow hallways kind of trap the player into a space that feels inescapable. I also put enemy encounters in those narrow hallways to add difficulty and tension. For novelty, I created interesting areas in my space that are easy to analyze and look at but are also interesting gameplay wise. For Christopher Alexander's principles I made the last area follow his principle of local symmetry and the hallways reflect his principle of gradients because it's smaller sections that surround a big area overall. 

BLOCKOUT 

Analysis - First Area

Layout Sketches 

First layout sketch for the beginning area with cover and enemies placement. Arrow indicates where the player goes from start to finish. I designed the layout with verticality and movement in mind, I wanted players to have to multitask and look up and around the level for enemies and pickups. 

Second layout sketch for second area. All advantageous and disadvantageous positions are labeled as well as rest areas in the levels. For the hallways I placed cover which allows the player to hide behind to avoid enemies (safety affordance). I also created an area where the player is safe and can overlook enemies in the next area through a window, this helps players plan their next move and gives players a stealth advantage.