Level Design Blockout
As a part of my Unreal Engine Exploration, I focused on creating a level blockout for my game concept. I wanted to create something interesting that would showcase my Level Design skills in Unreal Engine. As well as that, I tasked myself with making a deeper research on the principles of Level Design. First of all I started with the concept. I created 4 different ideas for the game as well as the visual reference for them.
I researched the pillars of Level Design different game concepts and decided to focus on the Desert Stealth RPG.
Principle: Stealth and Strategy Integration
Example: Dishonored and Deus Ex: Human Revolution exemplify how level design in Stealth RPGs must carefully balance the need for stealth gameplay with role-playing elements. These games feature complex environments that offer multiple paths and approaches to objectives, allowing players to choose between direct confrontation, stealthy avoidance, or a combination of both.
First thing after deciding the functionality, I created a layout for the level. I tried to integrate many paths for the completion of the level, where it would give the player an option to choose which way they would complete the objective: steal the ancient artifact and not get caught. I emphasized verticality by incorporating a dual-floor structure, enhancing the gameplay's depth and strategic complexity. This design choice allows players to navigate multiple layers of the environment, offering alternative routes and strategies for avoiding or engaging enemies.
During this exploration, I discovered the Stealth System by 1011, a toolkit that includes a set of blueprints for a basic stealth system. After getting this set, I modified the Blueprints to better fit the needs of my game. Once these tools were set up, I started on a simple blockout. This stage went smoothly thanks to the straightforward features of the Modeling Mode and CubeGrid, ensuring that all aspects like scaling, pathing, and visibility were correct. The simplicity and effectiveness of this process highlighted how helpful Unreal Engine's tools are for managing complex tasks in level design.
I tried to focus on the main characteristics of a good blockout
Simple Geometry
Correct Scale & Metrics
Clear Layout & Flow
Gameplay Elements Indicated
Quick Iteration
Playable and Testable
After that, I conducted a QA with my mentor and other testers, that showed me the main faults of my level design and enemy AI:
Enhanced Enemy AI and Placement: Adjust enemy placement to avoid direct line-of-sight with entry points and refine their patrol routes to create a more realistic and challenging stealth experience.
Implementation of Feedback Cues: Introduce audio and visual cues, such as a water ripple effect for footsteps or a noise meter, to provide players with clear feedback on their actions and the resulting sound levels.
Introduction of a Tutorial: Develop an introductory tutorial section that guides players through the basic mechanics, using simple scenarios to demonstrate stealth tactics without overwhelming them.
Revision of Game Interactivity: Ensure all environmental elements like staircases and movable objects function as intended to maintain immersion and prevent gameplay interruptions.
After that, of course, I iterated on in, creating the next version of the prototype, including all the feedback from the test group.
Overall list of adjustments is following:
Lighting Adjustments: The ambient lighting was shifted from day to night to enhance the stealth aspect of the game. A blue directional light was added to highlight the goal point, creating a visual contrast that guides players towards their objective.
Interactive Elements: To enrich the gameplay experience and encourage experimentation, additional rocks and smoke bombs were introduced. These elements allow players to interact more dynamically with the game environment and utilize stealth mechanics creatively.
Tutorial Integration: An introductory level segment was designed to compel players to use the newly added utilities, thereby serving as a practical tutorial that teaches players the core mechanics through direct engagement.
AI Detection Modifications: The AI detection patterns were softened, providing players with more time to react and hide, thus reducing the frustration associated with immediate detection and enhancing the stealth gameplay experience.
Guardian and Patrol Adjustments: Two guardians were removed, and the patrol patterns of four others were changed from dynamic to static. This adjustment allows players to learn and anticipate walking patterns more effectively, aiding in strategic planning and stealth navigation. Additionally, the duration each AI spends on patrol was increased, giving players more time to observe and make thoughtful movements.
Visual Path Indicators: Runes were added along the paths to delineate the route towards the final point more clearly. The overall level design was tweaked to direct the player’s attention forward using composition and framing, subtly guiding them towards the objective without overt directions.
Environmental and Visual Enhancements: The visuals were polished to better convey the setting of ancient deserts and ruins, enriching the thematic depth of the level. Improvements to atmosphere and lighting were also implemented to strengthen the immersive experience.
Path and Collision Improvements: All pathways were refined to ensure they were accessible and functioned correctly in terms of collision detection, facilitating smoother navigation throughout the game environment.
AI and Gameplay Refinements: Adjustments were made to the AI behavior and speed, balancing the challenge and making the enemy interactions more realistic and engaging.
You can try out the prototype here: