Sampad Swampland
Gameplay
In Engine Screenshots
Pre-Production
My initial task in the project was the same as with the first level I had to work on. So once again as part of the level design strike team, the role I had 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 two mid islands in the middle of the island with a combined play time of 20 minuites for the areas.
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.
Level Draw ups
One of the key improvements in this level was the decision to begin with a drawn layout. Initially, I followed the parti maps quite strictly, which made the area feel overly linear and left a lot of unused space. For the second iteration, my main focus was optimizing the use of available space while still staying true to the original parti map design. I redesigned the swamp area to feel more open, giving players a sense of a larger environment than the actual space allows.
A key difference in this level, compared to the first, was that the level design team began integrating the actual player sequence throughout the level. This was essential, as it enabled anyone reviewing the design board to clearly understand the intended purpose and flow of each area within the level.
Whiteboxing Stage
One of the key improvements in this level was the decision to begin with a drawn layout. Initially, I followed the parti maps quite strictly, which made the area feel overly linear and left a lot of unused space. For the second iteration, my main focus was optimizing the use of available space while still staying true to the original parti map design. I redesigned the swamp area to feel more open, giving players a sense of a larger environment than the actual space allows.
Blocking out
At this stage of production, there were both positives and challenges. Transitioning from whitebox to blockout went much faster, but testing became more difficult as the studio was nearing the end of a release sprint. With everyone focused on preparations for beta testing, it was hard to find time for people to test the level. Fortunately, we managed to get it tested before the sprint ended.
Gameplay + Mechanics
The mechanics in this area were simpler but used more frequently. For instance, the swamp water was designed to slow players down, encouraging them to choose paths that don’t hinder movement, thereby reducing the risk of ambush. I also implemented a pushable pillar, which serves a dual purpose: it allows progression to the next area and provides a quicker route for backtracking. Ambush volumes were heavily utilized to enhance the dark swamp atmosphere. Lastly, I incorporated a wall that players must push down, revealing the correct path forward.
Play testing and iteration
The testing helped me a lot with filling up the content within the swamp and fine tuning what I already had there. Keeping with the things I learned from the first level writing down the issues then coming up with actionables to fix them was important. Then finally after the release sprint had ended and we moved onto our next sprint the producer tested my level and gave me a lot of valuable information which led me to finalising the level block out
In the final stages, I focused on refining the level's details, adding a 'beauty corner' to show the artists what the environment looks like. I made significant adjustments to enemy and loot placements, ensuring they were strategically positioned to provide a more balanced and engaging experience compared to the first iteration. Additionally, I took great care in managing the level’s size, scale, and overall flow, ensuring that each area felt cohesive and purposeful. Throughout these adjustments, I was particularly mindful of sightlines to guide the player's progression intuitively and maintain visual interest as they navigate the environment.
Sok-Rlung's Tragedy
Gameplay
In-Engine Screenshots
Pre-Production
This part of the level was the same as the first but on a smaller scale. So once again as part of the level design strike team, the role I had 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 two mid islands in the middle of the island with a combined play time of 20 minuites for the areas.
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.
Level Draw ups
This time, my level draw up was far more deliberate, as I had the benefit of learning from my experience designing the swamp area. I carefully planned each section, incorporating key points that enhanced connectivity between levels and created a smoother, more cohesive experience.
The use of the sequences was once again essential, as it enabled anyone reviewing the design board to clearly understand the intended purpose and flow of each area within the level.
Whiteboxing Stage
One of the key improvements in this level was, once again, starting with a drawn layout. My primary focus was on optimizing the use of the limited space while staying true to the original parti map design, especially given the smaller scale of the cave area. A major challenge was designing the layout to feel linear yet engaging and sufficiently challenging for the player. Unfortonately I didn't take more pictures during the whiteboxing stage which I regret now as I would have liked to show more in this area.
Blocking out
At this stage of production, there were again both positives and negatives. This area was developed during a release sprint, which limited testing opportunities compared to previous levels. However, the blockout process was efficient, and I was beginning to refine my approach. By the time we could test, there were noticeably fewer issues in the cave area than in prior levels.
Gameplay + Mechanics
Gameplay in this area was initially limited due to its small size, so making effective use of the available space was essential. To enhance the experience, I introduced breakable walls that reveal secret areas and crumbling floors that serve as deadly pits, adding an element of risk to the dark atmosphere. Finally, I included a pushable pillar that players must interact with, which ultimately breaks through a wall to reveal a new path forward—an impactful design choice that adds depth to the level.
Play testing and iteration
As mentioned earlier, testing in this area was more challenging due to the ongoing release sprint. However, when it came time to evaluate the level, there were surprisingly few issues, and those that did occur were relatively easy to address.
Once again, maintaining an awareness of the size, scale, and flow of the area was crucial for ensuring smooth progression, and I dedicated significant time to perfecting these aspects.
Preparing for Handoff
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.
We also compiled a list of desired assets for the area, detailing the specific items needed for each section of the level. To enhance our vision, we visited a location to capture images that resonate with the intended atmosphere of the environment.
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.
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.
Final thoughts
In reflecting on these parts of the level, 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. One thing i'd like to have to is make sure to take screenshots throughout the production process in order to get as many pictures for my portfolio as possible.
If I had more time to work on this level, I would focus on refining the cave and adding more gameplay to it to make it more fun. I would still like to keep the difficulty of the area but I would definetly like to extend it.