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Post War - Level Design

Final plan overlayed onto a mockup map. Showing vision of the player and zones to place gameplay.

Final plan overlayed onto a mockup map. Showing vision of the player and zones to place gameplay.

Caves are handy to frame shots of new area and to slowly introduce things for the player to focus on.

Caves are handy to frame shots of new area and to slowly introduce things for the player to focus on.

Vista of area 1.

Vista of area 1.

A jumping puzzel made into the land with a reward at the end.

A jumping puzzel made into the land with a reward at the end.

The player has multiple paths to choose but they all lead to the same place in the end.

The player has multiple paths to choose but they all lead to the same place in the end.

White plants which would be used as health pickups or crafting throughout the map.

White plants which would be used as health pickups or crafting throughout the map.

Paths leading up into the mountains are inviting.

Paths leading up into the mountains are inviting.

Vista of area 2 overlooking a jumping puzzle.

Vista of area 2 overlooking a jumping puzzle.

Gas tells a story of a past war.

Gas tells a story of a past war.

Using negative/dark colour in the environment to negate the player a certain way.

Using negative/dark colour in the environment to negate the player a certain way.

Inside a cave using I props and light to guide the player the right way.

Inside a cave using I props and light to guide the player the right way.

The final area where the player would conclude his journey in the town.

The final area where the player would conclude his journey in the town.

An entrance to narrow the players vision onto what is improtant and to frame the scene.

An entrance to narrow the players vision onto what is improtant and to frame the scene.

Post War - Level Design

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