Level Design
Designing and blocking out levels in Unreal Engine was some of my favourite design work. For the first two projects, the documentation and design was done in teams, but the actual blocking in Unreal was done on our own. For the final project, we were completely on our own.
Camp Grey
Final project for Level Design class, made using Unreal Engine 4.
Inspired by the Pacific Northwest wildfires of 2020, this level had the player attempting to evacuate stranded campers across a burning recreation site.
The goal was to ferry campers back to the main base, with the whole area becoming more dangerous over time, but escorting multiple people, or having to carry them, would slow down the player. Can you get them all to safety?
Monster City
The second project for Level Design class, made using Unreal Engine. The goal was to create a first-person perspective level.
Our vision for this level is a multiplayer survival-horror wave defense. Players must hold their fortified shop in a downtown of a large city, shoot waves of monsters that attack them, and stay alive for as long as possible.
Between waves of monsters, players have a set amount of time to explore the surrounding area for supplies, such as med-kits, ammo, and building materials, before the next wave begins rushing the compound. Monsters will break down the barricades and boarded up windows, so players will need to reinforce them.
Ruby Castle
The first project for Level Design class, made using Unreal Engine. The goal was to create a third-person perspective level.
The level that we envision takes place in a feudal Japanese castle compound, where the player is a hired infiltrator climbing up the outer wall, who must make their way silently past guards on patrol, leap up walls and rooftops, and avoid stepping on nightingale floorboards, all to get to the treasure room at the top of the main compound to steal the Dragon Ruby and escape back into the night to collect on the contract.