Introduction: It is a 4-week personal Level Design project inpired by “DarkSouls” and “Elden Ring”. Use Unreal 5 as Game Engine and Level UP toolkit as Level Editor
The player wakes up at an altar on an nameless mountain with a message in mind : Go to the Iron Fortress, and kill the Iron Lord and regain the power you have. Then the player start the journey towards Iron Fortress.
The expected time of the whole level experience would be 20-30 minutes .Player will able to explore 4 areas: “Nameless Mountain”,”Fortress Periphery ” ,“Outer Fortress” and “Inner Fortress”. Players will start from “Nameless Mountain” and finish the level at “Inner Fortress”. In this level, player will learn the interaction of “Move” ,”Jump”,”Battling with enemy”,“Solve Puzzle”,”Use of Firebomb”.
Because of my First Level Design Project, I ’m more familar with the unit size of Unreal Engine. However, different from my first Level Design Project, this project has a larger level map and also it should include some non-linear areas. So, during my paper design process, I use simple cubes to create some areas to measure the space and feeling.
I ’m a big fan of FormSoftware, and I played many Soul-like games, which gives me some preknowlege about how “Soul-like” level is composed of. The key is : “One clear main path/loop, bended with multiple side paths/loops in the map”. Besides, I decide to watch some level runthrough videos and search for some level breakdowns of “Souls-like” games. Theses resource helped me a lot on the knowledge of builing structure , connections between rooms/space and creating loops in the level. After necessary research, I decided to design a fortress level which I think is more manageable considering of the time limit of the proejct.
This is the topdown layout(interier space no included) of the level. I divided my level into four sections. Each section has its key experienece(as shown in below table). At each section, there are some optional areas for player to explore,reasonable rewards will be given if the player finish expolring those areas.
Level Section | 1.Nameless Mountain | 2.Fortress Periphery | 3.Outer Fortress | 4. Inner Fortress |
---|---|---|---|---|
Expected Experience\ Difficulty | Basic Tutorial, Exploration,Low intensity encounters | Level mechanics Tutorial(Firebomb), Exploration,Moderate intensity encounters,Puzzle-solving encounter | Repeat & practice of level mechanics, High intensityencounters, Puzzling solving encounters | Advanced usage of level mechanics, Puzzle solving,moderate intensity encounters,Boss Fight |
Major Obstacles | Normal Enemy | Normal Enemy, Armored Enemy | Normal Enemy, Armored Enemy, Elite Armored Enemy, One-side Door | Normal Enemy, Armored Enemy, Puzzle, Boss, One-side Door |
Key Experience and Obstacles in each area
List of legends to ensure the consistency of level objects
Detailed paper design of each level area
During paper design, I made a mood board as an architectural reference and art reference for my level layout. Also the mood board help me to mesure current level flow and how each key moment are placed in the map.
In this project, part of greyboxing are doing during my paper design process, which is a more efficient in-production process. Because main experience happens in the fortress, I decide to build fortress level and its surrounding areas first, then build the mountain level. My approach in this process is :
In this project, I implement three major level mechaincs :
Blueprint:
Blueprint:
Blueprint:
After the grey-boxing, I add interative objects into the level : puzzles, collectable objects and enemies. Not all the level mechanics are implemented at the same stage of time, so I will use some cheap placeholders/implements at first and then gradually replace them with actual featrue. After that, I add some neccessary art assests and lights in my level to enrich the environment narritive, and use different colors of material to set the color tone of each part of the level.
During the production process I got my playtested with some of my schoolmates and friends. They provides me some valuable insights that helps me to make my level better. Here are some examples during the playtest-iteration process :
1. Playtester did not notice how to open the front gate shortcut
Issue noticed :
Change:
2. Confusion point at outer fortress
Issue noticed :
Change:
3. 2F of Watch tower is too narrow
Issue noticed :
Change: