All breakdowns

Cursebreaker: Lock and Load

5 weeks · Unreal Engine 5

A fantasy top-down shooter level inspired by Hades and Curse of the Dead Gods, built in Unreal Engine 5 over five weeks.

Pre-production

References

I gathered references for landmarks, environments, rooms and traps, as both reference material and inspiration. The biggest influences were Hades and Curse of the Dead Gods. I compiled everything in PureRef into a one-page board that became the foundation for the level.

Story

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

Production

Understanding metrics

To nail the metrics, I built a gym out of default Unreal shapes, using the Unreal mannequin and simple shapes as markers for game objects. Once the metrics felt right, I blocked out rough 3D mock-ups of every level, start to finish.

The Unreal content browser with the blockout actors used as markers: traps, statues, enemies and pickups.

Combat spaces

It's a shoot-fest, but players can beat enemies in different ways: hidden spike traps, healing items and statues can all be used against them. This encourages players to vary how they play.

A greybox arena seen from above, with the player among spike traps, statues and pillars.

Multiple levels

The game is split into levels with different combat scenarios and difficulty:

Greybox examples of the three level types: a corridor, an arena and a boss room.

Level flow

Layout overview

The route through every level: Cave Entrance, Arena 1, Golem Shrine, Rolling Ball Corridor, Arena 2 and the Throne Room.

The layout is linear, split into separate levels. Apart from the two arena fights, each level has its own mechanics and flow.

Intensity chart

Intensity chart across the six levels, from the Cave Entrance to the Throne Room.

Combat pacing

Combat pacing chart across the six levels, from the Cave Entrance to the Throne Room.