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Shivans Lost Temple

Solo Project| Unreal Engine| Level Design
I created a level using an Adventure asset pack, transforming block mesh into Environment Art. I also used level design principles like player guidance, affordances, level layouts, scene composition, encounters, and objectives.

Get ready to dive into the exciting world of level design! With Jake W's incredible advanced locomotion pack, I brought a thrilling Uncharted game-style level to it! I explored the mechanics of the pack, discovering what works best for my vision.

As I worked with block mesh, I infused artistic elements to elevate the project's visual charm, while also showcasing my block mesh comparisons. On this page, I share the level design principles that create a seamless and immersive experience for players to navigate through!

Overview

Pre Production

I divided this level into five different sections, which should provide at least 15 minutes of gameplay.
Due to the numerous mechanics in the pack, I needed to break down the specific mechanics I wanted to incorporate.
Jumping (climbing, mantling), crouching/rolling, ziplines, grapple hooks, opening large gates, Swimming, and a shooting system.

Mood Board

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Uncharted 4, Chapter 13: Marooned

Tutorial Section 

The player arrives at a coastal location, confronted by an entrance bordered by towering rocks In this segment, my goal is instruct the player on the fundamental mechanics of jumping and crouching. It will begin in a tight space before expanding into a more area.

At the beginning of this section, military crates are visible, suggesting that the player is not the first to explore this place.

Advanced Parkour Section

I utilize the concepts of expansion and evolution to design a dynamic environment that features extensive parkour elements, guiding the player up to the cave entrance.

Upon entering this space, players should immediately spot their objective, making it easier for them to navigate towards it. Additionally, I want to provide players with opportunities to explore the area, ensuring they receive rewards for their curiosity.
 

This is also the section where I teach the player new mechanics like zipline and grapple hook

Enemy Encounter Section

I kept this section straightforward because I wanted the focus to be on level and navigation rather than encounter design. However to add some excitement, I included small "hazard" between the player and the Temple.

This area will serve as the gateway the temple, resembling a military barracks. There be an eagle's point of view to the entire area, allowing the player to strategize their approach.

Players can choose to engage in the encounter using stealth or a forceful attack. Since they start without weapons, they must stealthily take down the first enemy to acquire their weapon.

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Rough Document

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Rough Map Layout

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Top View of Level

Temple Entrance Section

This is a brief section that can be referred to as the resolution, the action has culmin and the player can achieve their goal., I want to maintain the tension and anticipation a bit longer, so I plan to block the entrance with rocks, compelling the player to seek an alternative route to enter temple.

To keep straightforward, players simply need to navigate around the corner and cross over the rocks.

Temple Section

As I was wrapping things up, I noticed a cool mechanic in the asset called "swimming." I quickly decided create a small section swimming since I love. This also shows that if the programmers choose to add a new mechanic later on, I would be more than happy to expand my level.

In this segment, player enjoys a refreshing swim and discovers a smaller cave, where to their left stands a statue of Lord Shiva. From the very beginning, I wanted the encounter with Shiva to be heartwarming, so this final piece needs to be exceptional, as it serves as their reward.

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Reference image for Temple entrance

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Reference image for Temple 

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The three act graph (AKA Pacing)

In these sections, I ensured to consistently introduce new elements both visually and mechanically maintain a good pace, and keep players engaged.

Player Guidance

Lighting

These expansive areas can be quite confusing when it comes to locating the final, particularly with the numerous buildings. As a result, lighting played crucial role in this project, assisting in navigating towards their goal.

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Sun light in the direction of golden path

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Main goal shined with light

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Lamp Lights setting the mood

I utilized lighting not just for navigation but also to establish the mood of the scene. In this shot, the Lingam stands out prominently, with yellow hues provoking feelings of positivity and joy, creating a cozy atmosphere. This final section follows their journey through a dark tunnel, leading them into this vibrant scene.

Focal Point/ Objectives

A clear area is designated to display the goal. At this level, aimed to ensure that point in the section the player to see the goal In other words, the goal should be visible from all angles. Even if it is obscured at some point, the player should still have opportunity to see it.

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Cave Exit from different focal points

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Temple from different focal points

Small to big reveals

This method is excellent for player achievement, allowing them a moment to reflect on their progress thus far. It also serves as a great segue into the next of the section.

Reveal of the Barracks

Reveal Cave Exit
 

Affordances / Denying Affordances

This is an excellent way to direct players on their, own while also achieving one of my main goals: informing them what actions to take rather than how to execute them.
Additionally, I ensured that my shapes and colors remained consistent throughout the level, allowing players to adapt easily.

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The fence (red circle) symbolizes a barrier, while the damaged fencegreen circle) indicates path. The player think, "Since fence is broken, perhaps I can jump over it." Additionally, the fence serves as a ledge for jumping across.

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It's a natural human instinct to seek entry through an opening when the surroundings areed.

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Consistent color coding for interactive elements

Throughout the level, the player has been taught that large boulders are obstacles, to a natural instinct to seek an alternative route to success.

The rock acts as negavtive affordances 

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Additionally, inform the player that side of the bridge is inaccessible due damage, requiring them to seek an route.

Broken Bridge

Scene Composition

The scene composition featured three layers: the foreground, midground, and background. This design helps players easily their goal.

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Green: Midground (The goal)
Purple: Foreground
Blue: Background

Block Meshing

Colored Blocks?

Each color on the block signifies something, enabling the art team to better my intentions.

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Green is the ground
Orange is building or pavements

Blue is rocks

Gray is the background

Full GamePlay

Final Thoughts

This project is a dream come true for me, and I'm thrilled to explore a whole new level of style! A huge shoutout to Jakub W for the amazing asset pack that made this possible. While there are definitely areas for improvement, like enhancing the block mesh, refining the pacing, and optimizing prop placement, I'm excited to take all of this feedback on board. I can't wait to create an even more incredible project next time!

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Speed Level Design

Explore my other project, The Lost Puzzle, where I developed a puzzle game featuring a speed run level design.

Asset Pack

The Player asset pack utilized in this project is the Jakub W Advanced Locomotion Pack. Additionally, I incorporated Unreal's MegaScans and Marketplace for environmental art.

Yakshin Vijay - Game Designer - Portfolio

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