General / 17 February 2024

Cursebreaker2: Level Design

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.