LEVEL DESIGNER

A LOST REMNANT

Third person world building & Gameplay

Introduction

Summary

I wanted to go back and re-iterate on a previous assignment that I really enjoyed a lot, an opportunity to showcase my interest in worldbuilding.

I also wanted to work more on composition while adding gameplay into the mix.

  • Production Time: 4 ½ weeks half time
  • Tools: Unreal Engine 5.2, Blender
  • Template: BotW Template made by student – Oliver Mathrani LD22
  • Assets: Self made in Blender

PLOT

You are an adventurer from an Explorer’s Guild, seeking out lost civilizations.

One rumoured lost civilization allegedly worshipped a Serpent God, the supposed creator of all life.

It is your job to venture through the hostile mountains and seek out the serpentine God, a lost remnant of it’s kind.

OVERVIEW

DEVELOPMENT

World Building Document

As a way to flesh out the world and the environment itself, a World Building document was made to keep the storytelling and world building cohesive.

References

I used a mix of old references from the original project and new ones for this specific portfolio piece.

BLOCKOUT PROCESS

Even though I was iterating from a previous design, I still had to start from scratch, as I was using a different project with different template.

I quickly blocked out how it originally was using large shapes.

Then I simply went ahead and took two parts that I wanted to expand upon for gameplay aspects, but also adding more epic locations to work with for composition.

WORLD BUILDING

Circle of Life

I want to illustrate the concept of this Snake God and really show off how his powers provide life – showing just how epic in scale this Snake God actually is, but to also show the loneliness it has, being last of it’s kind amongst a lost and abandoned civilization.

Environmental Storytelling

To help hook in the player, I wanted to give hints very early on using the environment to show the narrative of what has happened.

Composition

Throughout the level I put up shots to make sure I have sections where players could take a "post card moment" and enjoy a nice view or vista.

LEVEL SEQUENCER

To make a ending that sticks with you, I made use of Unreal's Level Sequencer to make the ending feel epic and rewarding for the player.

Gameplay

Fly me to the Snake

I really wanted the world to have that Zelda like experience when roaming around in the world and focusing on the three main mechanics of this template:

Climbing, Using the Bow and Gliding.

These three were essential in helping shape how the flow of the level feels and what interesting vistas one could discover.

Climbing

I wanted to still have a tension and release mechanic in the design of this world, so I've crafted situations where the player should feel moments of "Can I make it?" whilst traversing, without making it obnoxious.

Bow & Platforms

Besides climbing, the earliest gameplay mechanic is giving the player the option to use a bow to interact with crystals, spawning additional platforms.

Gliding

Lastly the Glider, giving the player more mobility to traverse the landscape and islands. I wanted it to use a stamina mechanic that forces the player to think before they leap.

DESIGN

Revealing the setting

As a player, big mysterious set pieces excite me and make me want to explore the world. By placing a central distant goal, I create a leading element that the player can learn about and pursue throughout the level.

Contrasting Biomes

I wanted certain biomes to reflect the world the player is in and make the player want to understand the meaning of the destruction and lost civilization.

Seeing where you came from

Midway through the level is a section where you get to look back at where you came from, seeing the progression you have made as a player, a cool little postcard moment.

Leading elements

The most important element and leading line for the player is the water itself, the water being the source of life but also a subtle marker to move forward and understand where to go.

CLOSING THOUGHTS

It was very interesting and fun going back to an old level, as this was the one that my teacher and others gave great feedback on.

I did underestimate the unique challenges of adding gameplay features (Climbing, Shooting and Gliding) into this level, as it wasn’t something the original project contained, but I wanted some kind of gameplay feature to deeply explore the potential for this portfolio piece.

I should have added the gameplay features a lot sooner as to fully see how it would work alongside the level.

Despite this hiccup, it was a great learning experience and it was really cool seeing the snake god becoming a reality.

FULL PLAYTHROUGH

I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.