Run around in the level at: https://kieran-dunn.itch.io/the-remains-level-design
A Level Design concept mainly focusing on the technical aspects of constructing a large level in Unreal using level streaming while still being optimized.
I used several level design techniques to guide the player through the level without them getting lost.
While planning I had to think of what the gameplay would be and also what the player would be able to see or what they might think/do as I placed assets and sculpted terrain to ensure they improve the players experience. For instance, vistas are there to help the player not get lost in the forest by means of a birds-eye view, orienting themselves.
Assets/packs used:
● Quixel Megascans
● Scans] Abandoned Factory Buildings - Day/Night Scene - Adam Jarosz and Michal
Mierzejewski
● Ancient Treasures - Dekogon Studios
● Dark Forest - Dave Berg
● Brushify - environment shaders pack (adapted the landscape material) - Joe Garth
● Landscape Backgrounds - Gokhan Karadayi
● Landscape Stamps -W3 Studios
● Particles and Wind Control system - Dragon Motion
● GoodSky - UNEASY