Spark: DragonWing (Level Design Document)

General / 26 February 2024


INTRODUCTION

Level layout for a fantasy, Spyro type level using the Spark Project on unreal.

  • Unreal Engine 4 
  • Action RPG
  • 3rd Person
  • Platformer

Level Brief

The player (Spark) begins on the edge of the first island. He sees a couple of gems and follows them to a building where he must jump on ledges to reach the top of the building. From there he can jump to the second island where he sees a tall tower, couple of enemies and more gems. He must do the same thing as before, fight all of them, collect all the gems and reach the top of the tower, only then will he be able to reach the third island.  

While designing the level, my main objectives were:
1. To get a hang on 3rd person characters
2. To learn how to create a long level using a small map by using height to my advantage
3. To achieve a good grip over the entire level design workflow; from documentation to blockout to set dressing.
4. To practice basic level blueprinting                                 

2D LAYOUT


The level comprises of 5 separate islands which come together to represent a dragon’s wing. These islands can be accessed by gliding from one island to the other. Glide-able areas will only open after the players have successfully defeated the horde of orcs and reached a high enough place. The critical path is an intended path the player should take to speed run the course, but more explorative players can also explore the map first and finish the level later.

LEVEL FLOW


COMBAT SPACES

Spark levels are supposed to be combat fests where you can ram every opponent possible for gems and rewards and reach the end. The game encourages players to fight and explore every area to defeat more enemies and earn more rewards.


PLATFORMING AREAS

Platforming is the main way to traverse the entire map. There are hidden areas and vantage points that can only be reached by platforming. 


INTENSITY CHART


The beat chart represents the areas of the level which can be perceived as intense by the players. 

Island01 being the first island is set as a little less intense. This is for players to get used to the level and the mechanics. 

Island02 and Island04 are more intense as the player battles a huge horde of Orcs to get the treasure chests and gems.

Island03 is a buffer zone players will get after Island02. Players may choose to visit it to explore the map and find hidden treasures and gems.

Island05 or the Boss Zone is the final zone(most intense) where the players will fight two Orc chieftains and their minions at the same time.



Thankyou For Reading!



Cursebreaker: Level Design

General / 22 February 2024


INTRODUCTION

Level layout for a fantasy, top down shooter.

PROJECT DETAILS

  • Developed in 5 weeks
  • Unreal Engine 5
  • Action RPG
  • Top Down
  • Linear
  • Shooter

REFERENCES

I gathered references for landmarks, the environment, rooms, traps. These worked as not only reference material but also as a source of inspiration.

The biggest references for the game being Hades and Curse of the Dead Gods.

I used to PureRef to compile all the various references and create a one-pager to showcase a solid foundation to build upon.

Description

An ancient curse has been unleashed! Hordes of mummies have risen in their lost temple and will soon reach the surface if they aren’t stopped. Venture forth as the intrepid adventurer Ajay, shoot your way through traps, living statues and the living dead, and find the missing pieces of the medallion to put an end to the curse!

Points of Interest                                          

  • Cave Entrance
  • Corridor
  • Arena
  • Golem Shrine
  • Throne Room

PRODUCTION

UNDERSTANDING METRICS

To get the metrics perfect, I started by building a gym using the default unreal shapes. After the metrics were perfected, rough 3D mock-ups of all the levels were created of the entire level from start to finish. Using the default Unreal mannequin and unreal shapes, I made markers for game objects and placed them over the gym.  


COMBAT SPACES

Even though the game is a shoot fest, players can adopt diverse way to beating the enemy. There are areas with hidden spike traps, healing items and statues that can be used to defeat the enemies. This was done to encourage players to diversify their gameplay. 

MULTIPLE LEVELS

The game consists of multiple levels of varying difficulties consisting of different combat scenarios. These are arena levels, boss levels, corridor levels.
Corridor Levels: These are levels where the player has to move from one end to the other while defeating all enemies. Enemy spawns are mid. Difficulty: Easy

Arena Levels: These are pure combat levels which requires the player to constantly keep moving avoiding traps as well as enemy attacks. Enemy spawns are high. Difficulty: Medium

Boss Levels: These are levels where a boss spawns. The bosses are always accompanied with minions, making the difficulty a bit higher.  Difficulty: High

LAYOUT OVERVIEW

The layout is linear with separate levels, all of them except the two arena fights having different mechanisms and flows. 

INTENSITY CHART

COMBAT PACING


Cursebreaker2: Level Design

General / 17 February 2024

INTRODUCTION

Level layout for a fantasy, action RPG game with souls-like combat. This was done for my final term project for the Advanced Game Design course from KPU(Kwantlen Polytechnic University)
I aimed to create a level that would be memorable for players, unveiling different abilities and engaging them in a captivating story.

PROJECT DETAILS

  • Developed in 10 weeks 
  • Unreal Engine 5
  • Action RPG
  • 3rd Person
  • Linear
  • Hack And Slash combat
  • Platformer

PRE-PRODUCTION

REFERENCES

I gathered references for landmarks, the environment, rooms, traps. These worked as not only reference material but also as a source of inspiration.

I used to PureRef to compile all the various references and create a one-pager to showcase a solid foundation to build upon.

Description

Ajay is back to fight the dead but with a goal way more personal than before; saving the life of a loved one. 

Points of Interest                                          

  • Tutorial Area
  • Cliffs
  • Cave
  • Ruins
  • Golem Temple

2D Layout

PRODUCTION

UNDERSTANDING METRICS

To get the metrics perfect, I started by building a gym using the default unreal shapes. Using the default Unreal mannequin, I made markers and scattered them over the gym. 

After the metrics were perfected, a rough 3D mock-up was created of the entire level from start to finish. 


COMBAT SPACES

Even though the game is a hack-and-slash fest and encourages players to get into fights, combat spaces are set up in a way to encourage adopting diverse strategies. There are areas with vantage points, hidden traps, secret healing items etc.
This was done to encourage players to diversify their gameplay. 



PLATFORMING AREAS

Platforming is the main way to traverse the entire map. There are hidden areas and vantage points that can only be reached by platforming. 



FEEDBACK SESSION

After completing the greybox of the entire level, the level was sent to instructors and fellow students for feedback on how the level felt. This included notes on platforming feel, the narrative, the combat and the AI.

SET DRESSING

After a week of feedbacks and continuous iterations of the level, the greybox was complete and ready for the next step; the set dressing. 
I mainly used the dungeon pack of Synty Studios which provided me with all the assets I would require to populate the level and get it to the liking of my teammates and I. 

LAYOUT OVERVIEW

The layout is linear with some secret points explored by platforming. The points of interest have exploration beats where the player is rewarded with loot or story segments that help expand information for Ajay and his adventure.  All of these areas end with a boss fight or an arena fight

INTENSITY CHART

NARRATIVE PACING

COMBAT PACING

CLOSING THOUGHTS

This project was one of the biggest projects my team and I made during the duration of our entire course. With 10 weeks on our hand we tried to fit as much as we could to showcase all of our talents. It took us two-three weeks of experimentation, several one-pagers, and few block-outs to develop a story and concept interesting enough. Despite the frustrating start, I am quite pleased with the outcome.

If I had more time, I would work on making the cave-ruin connection more interesting and larger because after populating the areas, I feel the duration between the two mid bosses is not very long. 

Moreover, making the level with a little hub area would've added a bit more exploration for the players and could subsequently give us a chance to add more rewards for the players to unlock and uncover.

Thankyou for reading.