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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

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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

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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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Red Riding Hood

Explore my other project, Red Riding Hood, where I designed a level using UEFN, featuring an in-depth analysis of level design principles

YakshinVijay - Game Design - Portfolio

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