Level Design Blockout

As a part of my Unreal Engine Exploration, I focused on creating a level blockout for my game concept. I wanted to create something interesting that would showcase my Level Design skills in Unreal Engine. As well as that, I tasked myself with making a deeper research on the principles of Level Design. First of all I started with the concept. I created 4 different ideas for the game as well as the visual reference for them.

I researched the pillars of Level Design different game concepts and decided to focus on the Desert Stealth RPG. While working on the Game Design Document, I created a game concept for which I would be using in further development.

First thing after deciding the functionality, I created a layout for the level. I tried to integrate many paths for the completion of the level, where it would give the player an option to choose which way they would complete the objective: steal the ancient artifact and not get caught.

After That, I worked in Unreal Engine 5.5.3 to create the first version of the blockout. You can see the screenshots of it lower.

After that, I conducted a QA with my mentor and other people, that showed me the main faults of my level design and enemy AI:

  • Enhanced Enemy AI and Placement: Adjust enemy placement to avoid direct line-of-sight with entry points and refine their patrol routes to create a more realistic and challenging stealth experience.

  • Implementation of Feedback Cues: Introduce audio and visual cues, such as a water ripple effect for footsteps or a noise meter, to provide players with clear feedback on their actions and the resulting sound levels.

  • Introduction of a Tutorial: Develop an introductory tutorial section that guides players through the basic mechanics, using simple scenarios to demonstrate stealth tactics without overwhelming them.

  • Revision of Game Interactivity: Ensure all environmental elements like staircases and movable objects function as intended to maintain immersion and prevent gameplay interruptions.

After that, of course, I iterated on in, creating the next version of the prototype, including all the feedback from the test group.

You can try out the prototype here:

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IMT&S Results