For this particular level, my main focus was on the mise en scène. Shaping the environment, visual storytelling, and the overall atmosphere. I worked on creating a compelling setting that aligns with the narrative and gameplay, ensuring that the visuals and elements support the player's experience.
Gameplay Style:
Players must constantly move forward, choosing the right paths, avoiding obstacles, and evading AI enemies.
Mechanics: Directional movement (left/right), jumping, and crouching.
Challenge: If caught by enemies, players restart at the beginning, emphasizing urgency and the thrill of danger.
Environmental Theme:
Setting: Yoshiwara (Edo-period Japan) during a catastrophic wildfire.
Design Elements:
Authentic Edo-period props (shoji screens, lanterns, teahouses).
Apocalyptic touches like burning debris and collapsing structures.
Dynamic lighting and smoke effects created with Niagara systems.
Above shown is the how the level looks in the game incorporated with the given mise en scène themes.
Design Intentions:
Engage players with adrenaline-pumping gameplay and simple controls.
Create a sense of danger through relentless AI and immersive visuals.
Learning Outcomes:
Strengthened problem-solving skills with Unreal Engine blueprints.
Improved understanding of historical storytelling through environmental design.
Q1: What was your role in this project?
A1: My primary focus for this level design was on the mise en scène—the visual storytelling, environmental design, and thematic elements. I worked on crafting the atmosphere, incorporating the historical and narrative elements, and ensuring the environment conveyed the intended mood.
Q2: What tools did you use to create this level?
A2: I used Unreal Engine 5 to build and design the environment, along with Niagara for particle effects. I also worked with a combination of pre-existing assets and custom materials to achieve the visual style fitting the randomized themes.
Q3: What was the theme or inspiration behind this level?
A3: The themes for this level were randomized, and I ended up with a combination of Edo Period Japan, a natural apocalypse caused by a wildfire, and a setting within Yoshiwara, a district in Edo Japan. I first encountered Yoshiwara in the anime Demon Slayer quite a while ago, and I’ve been intrigued by the area ever since. Yoshiwara was a red-light district known for its vibrant yet dangerous atmosphere, which aligns perfectly with the themes of destruction and survival. The contrast between the calm, structured life of the Edo period and the chaos brought on by a wildfire made Yoshiwara an ideal setting to convey the tension and drama of a disaster scenario, enriching the narrative and visual experience.
Q4: Was there a specific event or piece of media that influenced the creation of this level?
A4: Yes! The wildfire element was heavily influenced by historical events, as wildfires were quite common during the Edo period, especially due to the dense wooden structures and dry conditions of the time. A major inspiration for this aspect came from the Demon Slayer Entertainment District Arc, where fires play a crucial role in the dramatic battles and the setting's atmosphere. The wildfires in this arc inspired me to integrate the destruction caused by fire into my level’s design, blending the historical context with the narrative tension that was so compelling in the arc. The fire’s destructive power creates a stark contrast with the Edo-period setting, heightening the survival and escape elements of the level.
Thank you for exploring my Away from Nightmare level! You can now download and experience the game for yourself.
Please Note:
The game is available for Windows only.
Download and unzip the file, click on MyProject5 to play!
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