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Monestery
Solo Project| Unreal engine 5.8 (AGLS)
A wide-linear abandoned monastery level focused on cinematic pacing, vertical progression, environmental storytelling, and third-person combat. Players ascend through layered courtyards and traversal encounters toward a cathedral, using landmarks, modular architecture, and cover-driven gameplay to deliver an Uncharted-inspired finale.
Iterations
First reveal

Pass 1: was too narrow
Pass 2: diminished the reveal
pass 3: fixed those problems
Final Encounter

Pass 1: was too simple
Pass 2: lacked elevations and a prominent path
Pass 3: was rectilinear and narrow
Pass 4: fixed those problems
Advanced Level Design Methods
Revealing Goals

This initial reveal is designed so that player can see all POI they must reach. Leading Lines are key to achieve this
Forcing the player to turn around
This is an exciting way to reveal a path to the player. When the players are given a dead end, they always turn around.
Radically Non Linear
The Illusion of Player Choice. Creating a path for the player that will ultimately reach the same goal.
Different ways to climb up the catwalk



Check out Project Saber for more intuitive analysis of Radically Non-Linear Level Design
Full Gameplay
Final Thoughts
This project focuses more on modular design while creating a fun, engaging level. I used Jakub W AGLS pack
+1(425) 340-4264
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