top of page

LEVEL DESIGN

Level Design

Individual

DESCRIPTION

In this project, I analyzed existing game level designs and studied level design principles to create my own level. The process involved sketching initial layouts to refine my design concepts, building a whitebox level in Unreal Engine 5, and iteratively testing and refining the level to enhance its final performance and player experience.

YEAR

2023

Tools

Unreal Engine 5, Bridge, Photoshop

LEVEL DESIGN

Analysis about this Level Design

Game Genre: 

Open World ARPG

Level Purpose/Type: 
Early-Game Tutorial Level
The objective is to teach players basic operations and gradually test their understanding through the level progression.


Basic Operations:

movement, attack, block, counterattack, climbing, jumping, grappling hook/rope, ranged attacks, spells.

Level Duration (Game Time -> Level Size)
(Traversal, combat, exploration, and boss battle)
15–20 minutes

  • Traversal: 1–2 minutes x4

  • Combat: 2–3 minutes x3 (depending on player skill and proficiency)

  • Exploration: 1–2 minutes x4

  • Boss Battle: 4–6 minutes + cutscenes and story events

Level Background
Qingyun Sect is a legendary school known for its mastery of swordsmanship and spell techniques, hidden deep within the mountains. You, a young swordsman with a passion for martial arts, are determined to ascend the mountain and prove your resolve to this prestigious sect.

However, your journey is interrupted by a series of trials set by Qingyun Sect. A group of disciples dressed in blue robes blocks the path to Yunhua Hall. You engage in fierce combat with these skilled disciples, where mastering precise sword techniques is the key to victory.

After defeating them, they acknowledge your strength and inform you that only by reaching Yunhua Hall before sunset can you truly become a part of Qingyun Sect. With time running out, you push yourself to the limit, navigating the rugged mountain path and racing toward the hall at the summit, ready to embrace a new beginning.

关卡设计2.png

1st Draft of Level

​First Level

关卡设计1.png
image.png
image.png
Reference of atmosphere

Area 1 (Blue Circle 1)
Playtime: 20 seconds
5s traversal + 15s dialogue
The primary visual style in this area is realistic. Players will see a dirt road leading straight to Area 2, with surrounding grass subtly guiding them in that direction. At the transition point between the two areas, players will encounter an NPC, initiating a simple conversation that triggers the tutorial.

Area 2 (Blue Circle 2)
Playtime: 30 seconds
10s jump tutorial + 10s climb tutorial + 10s combined tutorial
Players first need to jump over a fallen tree, guided by the NPC who provides instructions. Afterward, players face a climbable rock wall marked by white horizontal lines to indicate climbable sections. The NPC continues the climbing tutorial. Once at the top, players encounter a smaller ledge requiring a jump, followed by a taller rock wall for climbing.

After climbing, the camera zooms out to reveal a resting station and a pavilion in the distance, guiding players to move forward into Area 3.

Area 3 (Blue Circle 3)
Playtime: 3-4 minutes
30s traversal (free exploration) + 30s NPC dialogue + 1m 30s combat tutorial + 30s traversal (free exploration)
//Optional: +20s for hidden item (jump and climb) +1min for triggered combat +10s traversal

Players start with free exploration until they reach the station center, triggering a cutscene where an NPC calls out to them. After receiving information from the NPC, players engage in a sparring session with a Qingyun Sect disciple, initiating the combat tutorial. This segment teaches players essential combat mechanics like locking onto enemies, movement, light/heavy attacks, blocking, and counterattacks.

After defeating the disciple, players can freely explore. The station’s second floor offers supplies and consumables. The first room on the left provides basic materials and enhancement items, while entering the second room triggers a battle with another disciple. Players then proceed to the pavilion.

Building Descriptions:

  • Left Side Rooms: Both are single-story with simple interiors. The first room contains basic materials and enhancement items. The second room houses an enemy and consumable items.

  • Station: A two-story structure. The first floor has two rooms: the left room hosts the NPC, while the right room is a dining area. A staircase at the back leads to the second floor, where resting rooms and supplies are available.

Area 4 (Blue Circle 4)
Playtime: 1 minute 30 seconds
//Optional: +20s for hidden item (jump and climb) +1min for triggered combat +10s traversal

A side path guides players toward a cave entrance visible above. After climbing, players encounter a fallen pillar that requires a jump to proceed. Inside the cave, they find a chest containing a hidden item (new weapon: spear). Upon returning, a scripted event triggers a duel with a disciple from the second house on the left, allowing players to test their newly acquired weapon.

Area 5 (Blue Circle 5)
Playtime: 40 seconds
40s comprehensive jump and climb test
In this area, players will undergo a comprehensive test of their jumping and climbing skills. First, they must climb the first rock wall, then jump to the opposite rock wall. If they fall, they must climb back up to the first rock wall and attempt the jump again. Upon reaching the third rock wall, players will need to perform a combined jump and climb maneuver. If they fall, they will lose a portion of their health, but upon the first fall, they will be rewarded with a health item to restore HP. Once players reach the third rock wall, they continue forward and arrive at the pavilion.

Area 6 (Blue Circle 6)
Playtime: 40 seconds
30s cutscene + 10s small exploration and status adjustment
Upon entering the hexagonal pavilion, a cutscene will play. The camera slowly zooms out from the pavilion to reveal Yunhua Hall at the mountaintop, accompanied by thunder and lightning in the background to foreshadow the challenging battle ahead. This scene also highlights Yunhua Hall as a landmark and informs the player of the next destination. On the right side, there will be the start of a grappling hook section. After using the hook, players will move into the next area, which is the forward outpost zone.

2nd Build Level White Box

2nd Build Level White Box

image.png
image.png
image.png
image.png
image.png

Fill with detail (indoor)

image.png
image.png
image.png
image.png
image.png
image.png

Fill with detail (outdoor)

image.png
image.png
image.png

3rd Run and Test White Box

bottom of page