General Information

Project blood was my first solo project, it is a project that is based around a tutorial level for a , 3D, Action/Adventure game. The player takes the role of a hunter, the player is tasked with making it through the level, defeating enemies, until they reach the final room, where a tutorial boss will be located.​ Through playing the level, the player will be able to activate switches, which will open the boss room. This project was created on Unreal Engine 5.

The game is built on 3 core pillars:

  • Area Space, the level needed a mixture of tight corridors and open spaces. Allowing that each space that was created, was still enough for the player to dodge, but also for them to get used to playing in different types of spaces (Smaller area’s may require more planning on where to dodge).

  • Learning Experience, as the project was supposed to be a tutorial level, the project needed to be simple, but get players ready for the rest of the game.

  • Creating a Gothic Environment throughout the project.

As the Game/level designer, my responsibilities included:

  • Level planning

  • Blockouts

  • Designing challenges, utilizing the player's varied movement options to create environment’s that would require more planning.

  • Playtesting and iterating

  • Polishing of the blockout

  • Lighting Design, creating areas of darkness and light, the effect of moonlight.

Conception & Research

As this was my first solo project, I aimed to showcase my individual capabilities. Going for a tutorial level seemed the most strategic approach, mirroring the start of my learning journey. Just as players acquaint themselves with the mechanics and world of my game, I envisioned this tutorial level as an initiation into my project. Reflecting on games that frequently feature tutorial levels, the realm of action/adventure games resonated most with me, prompting me to pursue that direction.

With a clear vision of the type of level I aimed to create, I outlined the following objectives to ensure its effectiveness:

  • Boss Encounter/Challenge - Following the concept of action/adventure tutorial levels, I wanted to incorporate a boss encounter at the culmination of the level. This not only serves as a thrilling climax but also provides players with a taste of the game's mechanics and sets expectations for the journey ahead.

  • Gothic Horror Ambiance - Infusing the level with a palpable sense of dread and foreboding, I aimed to immerse players in a gothic horror setting. Every aspect, from the environment to the creatures encountered, was meticulously designed to evoke a chilling atmosphere, aligning seamlessly with the overarching theme of the game.

With my project idea now solidified and objectives outlined, I delved into research to find games that went with the style I envisioned. Drawing inspiration from "Bloodborne" for its atmospheric locations and environments, and "Vampire Night" for its player characters and narrative, I sought to infuse my project with elements that captured the essence of these acclaimed titles.

Paper Design

In crafting my level plan and paper design, I prioritized diversity in spatial layout, ensuring each area offered a unique experience. No two rooms mirrored each other, fostering a sense of exploration and discovery. Strategic placement of levers in different areas, encouraged players to thoroughly explore the level.

For the boss arena, I opted for a circular layout, deeming it ideal for a tutorial boss encounter. This design choice afforded players enough space to maneuverer around the boss, enhancing the strategic element of the battle while accommodating various playstyles.

Blockout

When constructing the blockout of the project, I adhered to my level plan as a blueprint. Each room was crafted to be unique in size and layout, with walls created to maintain immersion and prevent any visual distractions.

Conducting extensive playtesting with the player character navigating through the level ensured that each room provided ample space for manoeuvrability. As for the boss room, initial iterations did not contain walls. This was to accommodate the need for a larger space. This decision was made to allow players to dodge and engage with the boss without feeling confined, acknowledging the importance of providing a balanced and engaging gameplay experience.

1st Iteration

Regrettably, the original iteration of the project encountered an unforeseen setback as it became corrupted, rendering it inaccessible. Despite this setback, I remained undeterred and committed to the project's completion, which is where the final iteration came from..

Throughout the process of constructing the first iteration from blockout, I documented my progress with screenshots. These snapshots served as a visual record of the project's original development.

Final Iteration

Despite the setback of the corrupted first iteration, I immediately embarked on recreating the project from scratch, demonstrating resilience and problem-solving skills in the face of a serious problem.

In developing the final iteration, I followed the blockout, prioritizing balanced spacing in each room to provide both challenge and fairness to the player. Combat scenarios were carefully crafted for each room, requiring strategic approaches and ensuring varied gameplay experiences. Extensive playtesting with the player character validated the effectiveness of room layouts.

For the boss room, I expanded its size compared to the original blockout, maximizing the combat area and introducing pillars to facilitate tactical manoeuvring. Striving for a challenging yet manageable experience, I designed the boss encounter to encourage players to utilize the environment to their advantage, being able to heal behind the pillars for example, all of this to enhance their chances of success.

The Gothic Horror the was created throughout the level, adding props to the level such as graves, skeletons, and swords strategically placed to reinforce the atmosphere. Maintaining a sense of diversity and avoiding repetitiveness, I carefully curated the environment, ensuring seamless transitions and captivating the player's attention throughout their journey.

Conclusion

Reflecting on my very first solo project, I do so with a sense of fondness and pride. While the challenges encountered during the first iteration were undoubtedly frustrating, they ultimately served as opportunities for growth and resilience. Coming back stronger with the final iteration underscored my ability to adapt and persevere in the face of adversity.

Even now, with the benefit of hindsight and enhanced skills, I recognize areas where I could have made different choices. However, the project remains a testament to my initial skills and the significant progress I've made since its completion. It stands as a reminder of my journey, showcasing both my original abilities and the strides I've taken along the way.