Level Design Works
Industrial Backalleys
Engine: Unreal Engine 5
Spring 2023 - 2 Week Personal Project
A short A to B level exercise that explores gating and flow, set in an industrial town’s backalleys.
Process
2D Paper Map
My goal for this exercise is to hone my understanding of gating and flow in first person level design and build a process for myself.
To start, I sketched a 2D paper map of the level’s general layout. The paper map intends to communicate how the player is gated and introduced to the mechanics they will encounter.
For this particular level, I was interested in exploring tight industrial spaces and asymmetrical layout. I also constrained myself into maximizing the lever and gate systems, hazard zones and battery outlet mechanics found in the level design kit that I was using.
UE5 Blockout
After the 2D map has been laid out, I then moved into blocking out the level in Unreal. This process involved using primitive objects to build the general form of the space based on the sketch until eventually I broke away from the sketch as I got a better grasp of the level’s verticality and metrics.
A key area I built first was the passageway with the overpass. Since this was the critical path to the main objective. It was important that I develop the verticality of the surrounding structures and use this key area to recontextualize the space through various points of interest.
Level Flow - Battery Locked Gates
One core mechanic that I intended to explore in this exercise was to manage level flow through battery locked gates. I intended for players to use environmental hints as they explore the space in order to solve locked gates.
In order to implement this mechanic, I used Unreal blueprint scripting to set up the various functions included in the level design kit that I used.
UE5 Blockout - Platforming Section
Another key area in this level is the short platforming section in the western portion of the map. This area leads players into the pump control office which unlocks their main objective.
Spatially, it breaks away from the tight “interior” of the backalleys as players are led to the edges of the town by the water. I also intended the area to give a deeper sense of identity to the level through minimal set dressing.
Berserk - Hill Of Swords
Engine: Unreal Engine 5
Spring 2024 - TBD
One part of my collaboration w/ Bader AlQahtani (Combat Designer) for a proof-of-concept Berserk fan game project.
A short exercise to get used to Unreal Engine 5’s environment art tools to create the iconic Hill of Swords location from Berserk as our primary battle arena and test the scale / mood of the stage.
Alone at Palm Vista
Engine: Unity with Realtime CSG
Spring 2020- 3 Week Class Project
Play on itch.io
Alone at Palm Vista is set in a shopping mall that was recently ravaged by a hurricane. As everyone had evacuated for safety, the player is now left alone at the mall. The player must find the multiple keys found throughout the mall and find a way out.
In collaboration with: Peter Seo (3D Modeller)
2D Paper Map
Hopping on to this project, I wanted to be able to study a particular architecture style and explore how to create a level based on it. I also explored gating through a lock and key mechanic as destructible objects. The initial paper map for this level intends to illustrate the critical path the players must follow in order to progress.
Process
Brutalist
Engine: Unity with Realtime CSG
Spring 2021 - 1 Week Class Project
Play on itch.io
A level design sketch for a potential first-person detective game. The sketch explores the game's opening scene, as it sets the tone and mood through imposing brutalist architecture and composition.