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About the Project

Role: Level/Tech Design

Perspective: First person

Genre: Action/Shooter

Tools: Unreal/Diversion

Time: Ongoing

Team Size: Solo

Introduction

I'm very early in development with this game but the intentions is to evolve in both designing a fast paced FPS level while having a sneak option as well. I also want to expand my technical level design skills like scripting, setting up events and prototypes for gameplay mechanics.

Level Intentions
  • Clear, readable combat spaces

  • Good flow and pacing

  • Sightlines and covers

  • Utilize verticality 

  • Modular spaces for iteration

  • Multiple player routes

Technical Intentions
  • Scripting events

  • Scalable systems

  • Functional prototypes

  • Level Markups (for example AI Spaw Points) 

Players Mission

The players allies are lying in wait in front of a gate that leads to a valley controlled by a hostile gang. The main entrance to their territory is driving through the front gate.

The mission is to open up the gate from inside their base. The player has before the mission infiltrated their territory through a walkable mountain path that is too narrow for vehicles to get through.

The players gang has the intention to enter the gate and eventually take over the territory.


Setting:

  • Post Apocalyptic

  • Borderlands/Mad max inspired​

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Level Design

Initial Layout

I started to blockout the level very basically. Focusing on staying on the grid, making sure I'm following the metrics. 

Metrics:

  • Containers - 6x3x3 meters

  • Gate Walls - 4x4x0,2 meters

  • Grating floor - 6x3x0,2 meters

  • Stair pieces - 2x1,5x1 meters

Blow up the gate by shooting it with their own "rocket launcher" located inside their base.


 

Playtest and concept feedback

​Positives

  • Clear vision of the space

  • ​Like different paths

  • Easy to understand the gameplay


 

​Negatives

  • Too symmetrical​

  • Not clear how the containers got in place

  • First Area did not serve a purpose ​

  • ​The rocket launcher sounded a bit strange as to why it's there.


 

Iteration 1

After my first layout I started to make sense of the level. I switched out the rocket launcher and created a crane holding a container. This explained how the containers got into place. The new objective is to use the crane and slam the container into the final gate.

I also made an alternative sneak path to have two paths for the level to be replayable. One way to face the enemies head on, and one to avoid combat and take the level in a more steady pace.

 

Playtest and concept feedback

​Positives

  • Satisfaction with the crane

  • They start to visualize the level

  • Clear guidance for objectives


 

​Negatives

  • Too open, not enough covers

  • Sneak side is only on the left side om the map (Wants to play both sides)

  • Only medium and long distance combat areas.

  • Want more paths other than in the open (Like hollow containers)

  • Stairs feels unnatural. Just placed out rather then they are blended into the level.


 

Iteration 2

This Iteration I focused on more environmental story telling, adding more close combat areas and use the stairs to blend into the level more.
 

Playtest and concept feedback

​Positives

  • Players liked the corridors under each side in the second part.

  • The sneaking part felt really good around the "DJ Stand"

  • Overall it was a lot more satisfactory


 

​Negatives

  • Players felt too exposed when walking through the gate.

  • Nothing really happens on the right side of the second part of the level other then the crane.

  • The left side feels too flat. Needs more elevation.

  • Still feels like you only need to play one side.


 

Iteration 3

In this iteration I added a path on the right side on the first area, a mission to get a key from the DJ to the Crane in order to activate it and elevation on the left side to make it more visually striking and also adding more variety in the gameplay.
 

Playtest and concept feedback

​Positives

  • ​Players liked that you played both sides now. 

  • Still the satisfaction with the crane is super fun.

  • The left side in the second area had some really nice paths and gives a lot of choices.


 

​Negatives

  • ​Still might be too open in the middle. 

  • Hard to judge without any AI enemies in the level.​


 

Technical Level Design

Button Interactions

How it works

I created a modular interaction system that allows the player to activate different actors in the level. When the player interacts with a "button" actor, it first check if it's interactable through an interface component and sends an "Activate" message to the target actor and they act according to their own code logic.

 

The buttons mesh can be changed so it can be multiple things.
 

Elevator Example

Crane Example

Upcoming

​Next on the list of features

  • Playtests and iterations on level

  • Adding Covers

  • Basic AI behaviour and Placement

  • Sprint and Crouch mechanic

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