Level Design of “Hanging Caves”
For my small personal project, I started working on a detailed blockout based on a concept art by Pasha Statkevich.
I wanted to practice my ability to create an elaborative layout in the constrictions of certain theme or world and try to utilise Unreal Engine 5 Level Design tools. I always start my projects with an elaborative sketch and some inspiration-searching. So I created the first map top-layout to see how could I connect the islands.
After that I started think what kind of game would look interesting in this setting and, based on my opinion, I think a 3rd Person RPG adventure with maybe elements of souls-like. For this area I created an imaginary goal {Player Spawns (Block A) => go to village (Block B) to upgrade the weaponry and take quest => go through outpost to castle (Block C) => have a full souls-like experience.} Last “fireplace” for player would be upon entering the outpost area in front of it. I did not prototype functionality and wanted to focus on look and feel first.
So I created a more detailed layouts of the islands (besides the caste one, because designing levels for enemy combat is the think I am still planning to invest more time in. For now, it is Work in Progress and here, I will focus on Block B and Block A.
When I had sketches and clear image of what I want in my Level, I started exploring the blockout tools in Unreal Engine 5. I found CubeGrid mode, that is much more easier and comfortable that what I was used to (ex. placing and stretching the same cube over and over). so I did my first attempt of outlining the shapes, perspective and scale. I kept going through Edit and Play mode to make sure it looks right. That the environment feels big, majestic, spacious and claustrophobic in certain moments. Lower you can see the 1st version of the blockouts.




After that, I started experimenting with lighting. I am trying to use it to guide the player towards the objective, yet keep the atmosphere and pleasant and equal lighting level. I started using more details, trying to convey the idea and environment mood.