Blockout level
Build level mechanics
Test functionality
Create tasks and track work progress
Unannounced Title
Lead Level Designer and Producer
Role Responsibility and Tools
Unreal Engine 5
Research level and create documentation
Create level map layouts
Lead other designers
This level was built as a Gothic-inspired cathedral emphasizing player flow, verticality, and encounter design. Starting with 2D layouts, I planned navigation routes, sightlines, and points of interest to balance exploration with combat opportunities. The blockout established scale and pacing, while modular structures like arches and buttresses supported consistent rhythm and readability.
The final iteration focuses on player guidance through spatial design and lighting, using focal points such as altars and statues to draw attention naturally. This project demonstrates the full level design workflow from concept to blockout to polish, while prioritizing gameplay clarity, atmosphere, and immersion in Unreal Engine. The map layout was created using Draw.io
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Research
The Gothic-inspired cathedral serves as a landmark for players to use as a sense of direction (Mars Games, n.d). Yu and Liu (2022) talk about implicit versus explicit player guidance and how explicit wayfinding, such as glowing paths and objective markers, will ruin player immersion and experience. They also discuss how environmental layouts and landmarks help players gain a sense of direction (Yu & Liu, 2022). Combining these elements helps draw attention towards the cathedral without having to use explicit guidance and break the player’s immersion and experience (Mars Games, n.d; Yu & Liu, 2022).