
Free Lilly
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

Full City Iteration 1

Full City Iteration 2

Full City Iteration 3

Mid-City Iteration 1

Mid-City Iteration 2

Mid-City Iteration 3
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

Beat 1 - Escaped the tank The player starts the game right after Lilly has escaped the tank they were trapped in.

Beat 2 - Escape the yard The player is able to escape the yard of the Mad Scientist by using a plank to cross over to a rooftop.

Beat 3 - I see Home Lilly sees the lighthouse on the harbor and knows she needs to get there.

Beat 4 - Surprise Fall Lilly falls off a roof onto a patio.

Beat 5 - Zipline Lilly uses a clothesline to zip down to a lower terrace.

Beat 6 - Fountain Lilly Lilly finds a moment of peace in a gated park.

Beat 7 - Escape the Cops Lilly must maneuver around cops to get into downtown.

Beat 8 - Around Every Corner Lilly runs through downtown being chased by cops and guards lurking around every corner.

Beat 9 - Sewer Escape The only way out is down a manhole.

Beat 10 - He Found Me! Lilly runs into the mad scientist again in the sewers.

Beat 11 - I Escaped! Lilly outmaneuvers the scientist in the sewers.

Beat 12 - Smells Like Home Lilly makes it to the harbor.

Beat 13 - Finally Free Lilly jumps into the bay.
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.
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.