Level Design

Landscapes and levels that I’ve created from personal projects or school projects within Unreal Engine 4.12 to 5.0

 

Sunken Temple

This school project from start to finish took 2 months to complete, with the first month being blockmesh and the second month adding in landscapes and assets. The player will traverse through the level by following proper leading lines, light trails, while experiencing story telling through level design.

Sunken Basement

Shortly after discovering the temple, the player will find that the water has seeped into the underbelly, flooding the temple and knocking over torches. The goal was to keep dim lighting to lead the player in the proper direction.

Treasure Room

After finding the Treasure Room Key on the first floor, making it through the flooded underbelly, the player will find the Treasure Room. Armor, weapons, shields…and GOLD!

The Escape

Finally making your way through the temple, the player is able to escape by following proper leading lines and use of lighting. The sun helps guide the player in the direction they’re supposed to go.

Sunken Temple Entrance

Exiting the Temple

In this video, I play through the level with my perspective on its design.

 

Beachside Keys

(Do you get it? Keys? Beach?)

In this sidescroller level located on the beach, the player is going to explore, find keys, and progress through basic platforming to reach the next level. The goal of this level was to teach the player how to use and find hidden keys on doors that are locked without a key.

The player is taught early on how to interact with doors with the keys they find in the level. They start in a room with a key, and a locked door.

As the player goes through the level, they will encounter interesting platforming to separate the gameplay from exploration content.

In this video, I play through the level while explaining some mechanics, my approach, and general commentary as I play through.

 

Night Forest

This level gave me a chance to play with size-changing affects on the player avatar. The level is still in blockmesh, representing bioluminescent mushrooms and flora, intending to give a revitalizing feeling.

The player is able to traverse through color-coded gates that will either shrink or enlarge the player avatar. Each transition will change the player’s speed and gravity to help it feel like you’ve truly changes sizes.

The player will encounter dangerous terrain, but has a checkpoint in case they are defeated.

Usage of keys to help guide the player through the level

The player can choose which path to go down first

In this video, you will see gameplay of the Night Forest level, as well as see UI Elements that I created during this project.