Level • Game Design
• Genre Action-adventure survival
• Engine Unreal Engine
• Production Time 2 Week
• Role Level Designer • Game Designer
This was a solo assignment during FutureGames whose purpose was to develop a level in whichever engine I wanted.
I created a level by using Alien: Isolation &
The Last Of Us as an inspiration for my level.
SYNOPSIS
The game follows Captain Rhodium. A man who wakes up in a sleeping pod on a spacecraft after 30 years. He is presented with horrifying news after realizing that he is the only survivor on board after a mysterious attack
Vision
I got inspired by Alien: Isolation to have a spaceship environment where you need to sneak around and make sure that the enemy doesn't find you and combining The Last Of Us, an abandoned environment with the third-person camera and having that linear narrative-based level.
The goal I had was to have an exciting, engaging level where you need to follow a path by guiding the player with the help of lighting.
ASSETS
The assets are downloaded from Epic Games and some objects that I created myself for the level on the engine. I put together the assets and created something from scratch for my level. I did some concepts first for the layout and how I wanted to start and end in the level.
LIGHTING
The lighting was important to have by giving the player an understanding of where to go and helping by guiding them. In AREA 1 you are presented with a long corridor and you see at the end of it there is a door and a lamp that is glitching.
The spotlight will give you an understanding that on the floor you are able to go underneath in order to process. The door is locked and your only way is underneath.
AREA 2 is the part where you need to use the boxes to hide and sneak around the enemy. The steam is also a way to hide from the enemy but the goal is the use the boxes and with the help of the lighting I wanted to guide the player where to go and the end goal.
AREA 3 you will find a keycard on a table and the lighting helped me to show the player where you need to pick it up.
AREA 1
Presenting the first puzzle part where the lighting is showing that you need to go underneath in order to progress.
AREA 2
Presenting the boxes to hide from the enemy. The steam will allow you to sneak around the enemy because they can’t see you. The lighting will show you where to go and how.
AREA 3
A keycard will be waiting for your arrival and you will need to pick it up. I wanted to have a spotlight for it in order to help the player to find it.
LEVEL
AREA 1
The player starts at a safe location where you will encounter a big planet in front of you. You get to learn a bit about your mission and control settings. Area 1 is safe with no immediate threats for the player to watch out for. This part of the level is a way for you to experience the atmosphere and explore. The Area ends with terrifying noises. You are not alone in the spaceship.
AREA 2
The next area features stealth mode. You need to adapt and sneak around enemies, forcing you to go forward and there is no other way to go around because the level is linear. Area 2 is a small and intense pathway because I wanted to create a claustrophobic feeling for the player when they experience it for the first time.
AREA 3
The player has entered the final stage of the level. Area 3 presents you with exploration, so that the player can wind down a bit after Area 2. It contains a big gate and you need to find a key that can open the gate to a path where you will find a spaceship. This is the part when Captain escapes to the planet to find answers of the missing crew.
Blueprint
Locked door.