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INTRODUCTION

In this project, I distinguished myself through Level Design by applying a wide range of advanced design techniques to create a cohesive and engaging experience. Inspired by the environment and gameplay of Uncharted, my goal was to craft a level that closely reflects the quality and ambition of a AAA production.

PROJECT DETAILS

  • Unreal Engine 5​

  • ​Level Design

  • Developed over 3 Weeks​

  • Blockout

  • Lighting

  • Landscape

  • Modeling Mode

  • Level Sequences

  • Animations

  • Sorytelling

 LEVEL DESIGN 

CONCEPTION & REALISATION

In this design, I implemented several key level design principles that enhance gameplay by creating surprising moments, evoking player reactions and emotions, and drawing the player directly into the action. These elements also help diversify the player experience and make navigation more engaging.

ShemaLevelDesignElement.png

This overview highlights the different elements, with each red marker identifying a key level design feature.

LevelDesignBreakdown.png

 LEVEL DESIGN TECHNIQUES 

1. Soft Gate - Progression is gated by a locked door that requires a specific item to be forced open.

2. Back Gate - After sliding down, the player has no way to return to the previous area.

3. Reveal - A sequence is triggered to showcase the full scope of the mission, giving the player a clear sense of progression toward the final objective.

4. Attractive Opening - This structure funnels the player toward a point of interest, encouraging curiosity and exploration.

5. Restricted spaces - A tight passage leads the player toward a funnel, naturally directing their movement and progression.

6. Landmark Macro - The camera presents a central perspective that clearly emphasizes the main objective of the mission.

7. Vantage Point - Offers the player a clear visual understanding of the route ahead, guiding them toward the main mission objective.

8. Shape Language - Shape elements that naturally draw the player’s attention and encourage movement in that direction.

9. Leading Lines - A clear visual path that naturally draws player attention and encourages progression.

10. Verticality - While the project includes several vertical elements, this one plays a key role in shaping player engagement.

11. Funnel - The player progresses through a narrowing path, creating a funnel effect that naturally directs movement.

GAMEPLAY

INTERACTIVE OBJECTS

Within the level, various objects are strategically placed to support puzzle-solving. Some are fixed, while others are movable. Progress requires moving specific objects.

PATROLLING AI

Adding enemy patrols was an important design decision to reinforce level pacing and player awareness. I implemented an AI spline-based system that allows enemies to patrol dynamically between predefined points, creating more engaging and readable encounters.

DIALOGUES

Dialogue acts as a moment of refresh within the experience. When the player character speaks to themselves, it reduces the feeling of isolation and reinforces immersion, creating a stronger emotional connection between the player and the world.

LEVEL SEQUENCES

Level sequences have a strong impact on gameplay, as they create impactful “WOW” moments for the player. They enhance pacing, reinforce key narrative or gameplay beats, and elevate the overall player experience.

NARRATIVE

To establish a distinct identity for my Level Design, I structured the level around a narrative involving two characters. Their dialogues are strategically integrated to support pacing, adding moments of storytelling and immersion during periods of lower gameplay intensity. This approach not only reinforces the narrative layer but also enhances player engagement by balancing action with meaningful interaction.

STORYTELLING

While keeping a strong focus on Level Design, here is a summary of the narrative

After completing a mission, the player returns by plane to their camp. A brief conversation with Arthur provides a moment of calm before the engines fail, causing the plane to crash into the desert.

 

The player awakens inside an abandoned temple, which becomes the starting point of exploration. Environmental storytelling guides the player through ruins that gradually transition into a secret underground base, shifting the focus from exploration to infiltration.

 

The narrative twist reveals Arthur as the mastermind behind the base and the plane crash. This betrayal shifts the player’s objective from survival to vengeance, leading to a final confrontation.

INSPIRATION

For this project, I implemented a third-person gameplay perspective to optimize spatial awareness and support environmental storytelling. This choice allowed me to guide player navigation more effectively while maintaining immersion. Drawing inspiration from the Uncharted series, I studied how its level design balances exploration, pacing, and environmental detail, and applied similar principles to shape my own environments.

LEARNING

Throughout this project, I developed a stronger sense of observation and gained a deeper understanding that iteration and learning from mistakes are key to success. I also expanded my skill set by working with animations, improving my abilities by animating certain characters using Level Sequences. This project is one of my greatest achievements, and I am incredibly grateful for the experience and growth it provided.

For a complete overview of the experience and level flow, the full playthrough video is available below.

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