Aparagodaniya
Amarsana Stronghold
Gameplay Video
In-Engine Screenshots
Pre-Production
My initial task in the project was to contribute to the pre-production phase. When I joined, a foundational plan for the level was already established, providing a theme and design concept to build upon. As part of the level design strike team, our role was to take this preliminary draw up and transform it into a fully developed level by designing the playable spaces. The area I was given was the final point in the level where the boss was going to be so designing around that was really important.
Parti Maps
The first step I took was creating parti and bubble maps to design a clear path, with the ultimate goal of importing these maps into Unreal. This approach served two key purposes: first, to ensure accurate size and scale before moving into the whitebox phase, and second, to provide the artists with a clearer understanding of each section of the level when it was handed off, helping them align their work with the intended design.
Importing Parti Maps
When we began importing the parti maps into the engine based on the initial draw up, we encountered a significant issue: the level’s layout made interconnecting various areas nearly impossible (see Image 1). After discussing this with the original designers, we decided to adjust the locations to improve interconnectivity across the level. We found that the new design worked really well and were then able to move onto the next stage of production
Whiteboxing Stage
Next, we moved into the whitebox stage, where constant iteration and testing were essential to fine-tune the size, scale, and flow of the level. In my first iteration, I made adjustments from the original parti map after testing the area myself and noticing that certain sections involved prolonged walking. Refining the layout in this way significantly improved the area’s overall feel.
We then conducted a studio-wide playtest to evaluate the areas developed by the level design strike team. During the test, I recorded gameplay footage and took notes based on both player feedback and my observations. Afterward, I organized these notes on a board, detailing specific actions to address each issue that arose.
After several rounds of whitebox playtesting, I finalized the design and received insightful feedback from the game’s producer, which had a meaningful impact on my approach. The producer emphasized that the fort should feel as though it had been engulfed by sand over time, creating a sense of abandonment and decay. Inspired by this vision, I incorporated elements of sand erosion and natural overgrowth into the level’s design during later stages of production, enhancing the environment’s atmosphere and storytelling.
Blocking out the level
Next, I entered the blockout stage, refining the fort’s areas into their final design based on detailed discussions with the project’s producer. To evoke the intended atmosphere of sand encroaching upon the fort, I used the landscape tool to achieve a natural, weathered effect. Precise attention to size and scale was essential in this stage, as the areas had to align with the game’s established metrics for climbable surfaces. Since artists would soon detail these spaces with assets, I ensured that walls, floors, and other structural elements were accurately measured. I also began adding side areas and adjusted the golden path to better align with the original parti maps, enhancing the level’s navigability and overall coherence.
Gameplay and mechanics
My final task was to integrate gameplay elements and mechanics into these areas, including pre-existing mechanics, loot, and enemy placements—each planned during the initial design phase. Testing revealed the need for adjustments: certain chests required changes, and enemy placements needed refining as the level’s difficulty was initially too high, leading me to reduce enemies in specific areas. I also varied loot within the chests to avoid an overabundance of the same healing item.
Additionally, I introduced unique mechanics, such as moving walls that push players off ledges into pits with powerful enemies, creating a heightened sense of danger. To improve level flow, I included interconnected doors that players could unlock at different points, allowing them to bypass earlier areas after respawning. Ambush volumes were also added, encouraging players to stay alert and carefully navigate their surroundings throughout the level.
Preparing for Handoff
Design Rationale
A key aspect of handing off my work to the artists was ensuring that both I and the other level designers effectively communicated our design intentions. To facilitate this, we structured our Miro board meticulously, linking each component to create a cohesive narrative. For example, if someone wanted to view moodboards or reference images, they could easily click a link that would take them directly to that section of the board, streamlining the workflow.
It was equally important to clearly outline the design pillars and themes associated with each area. This clarity allowed the artists and anyone else involved in the project to grasp the underlying vision and objectives behind our design choices. By providing a comprehensive understanding of the intended atmosphere, gameplay mechanics, and emotional resonance, we ensured that the team could create a more cohesive and immersive experience, aligning with our overall goals for the level.
Area Moodboards
My fellow designers and I also focused on creating moodboards that captured the essence of the areas we were developing. We carefully annotated these moodboards to specify what elements should be included in the level and what should be avoided, as evidenced by the numerous notes surrounding the images. These annotations were intended to provide the artists with clear guidance, ensuring that when they placed assets, their work would align with the original design vision we proposed.
Final Thoughts
In reflecting on this area, I’m genuinely pleased with how it turned out. The changes implemented during the iteration phases significantly enhanced the gameplay experience, resulting in a smooth and enjoyable flow.
If I had more time to work on this level, I would focus on refining the encroaching sand effects to emphasize the area’s sense of decay. Additionally, I would explore the possibility of introducing a few more mechanics and developing a more intricate side path to enrich the gameplay and add depth to the environment.