Free Lilly

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Genre: 3D First Person Adventure

Type: Block out Draft

Engine: Unreal Engine 5

Duration: 12 weeks

Role: Level Designer (Research and concept, blockout, scripting, encounter design)

Tools: Unreal Engine 5, Assets from the Fab Market Place

Fab Marketplace Assets:

Ocean System for Rendered Cinematics, Dylan Browne

Plug and Play AI Bundle, AlexH

First Person Movement Template V1, Treety

Stylized Landscape 5 Biomes + Stylized + Low poly forest : Orasot Bundle, Orasot

Goals and Inspiration

I was inspired to make this from media like the opening chase in Arcane, The Shape of Water, and by my ongoing love of European city structures.

I wanted to work on my ability as a level designer to create a dense urban city location, I wanted to create a level where the player had to navigate through a heavily populated winding town.

I got help from advisors and playtests from my peers in a level design bootcamp.

Beat Breakdown

Process Breakdown:

Research, Ideation & Planning

LDD: I created a Level Design Document and Miro Board where I laid out all my plans for the narrative, level elements and mechanics.

Beat Sheet: Using Miro I created a beat sheet going through my planned beats throughout the level, though some things have changed from the original LDD to the final product, I'm proud with how I was able to stick to these emotional beats.

Playtest One

Results: After testing my first draft I found that although the middle section of the city had good pacing, the lower city wasn't as interesting and had less invigorating challenges.

Feedback & Problem: The lower city chase only had 1 turn back, where the player must turn around to avoid a guard, and 5 turns routing through the city, with no interesting interactions.

More Changes

Last of Us

Bioshock Infinite

Thief 4

Analyzing Games: I looked into three games, The Last of Us, Thief 4 and Bioshock Infinite for inspiration on how to successfully create chase scenes, interesting traversal, and warm lighting in a city setting.

Researching Real-World References: I took photos from various cities in Italy, France and Denmark for real references of densely packed cities and harbors.

Exploring Other Media: I was also inspired by the first episode of Arcane, The Shape of Water, and the chase scenes in Quantum of Solace, and District 13.

Solutions: I reworked the lower section of the city to have more turns, more variation in what the player is walking through, and more turn backs. The lower city now had 5 turn backs to avoid guards, and paths the player through a restaurant terrace, a villa, a store, and through more distinct alleyways.

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A Walk in the Graveyard