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DESOLATE DETECTIVE

ROLE - Level Designer

INTRODUCTION

My final year project in which I set out to create a 1st person open world exploration level in which I used environmental storytelling to convey its narrative to the player. To do this I had to use my skills in Level design and Unreal blueprint scripting.

GENRE

open world/ exploration

RESPONSIBILITIES

  • Concepting with game idea

  • Research and development of level

  • Designing and documenting level designs

  • Designing and documenting mechanics

  • White boxing level within engine

  • Producing environment using Unreal Level editor

  • Placing of assets into level

  • Producing mechanics using Unreal Blueprint

  • Testing and iterating on level

  • Optimization and crash fixing of level

TOOLS

  • Unreal Engine 4

  • 3Ds Max

  • Photoshop

  • Microsoft office suite

  • Pen Paper

  • Unreal Level Editor

  • Unreal Blueprint

  • Unreal UMG

  • Unreal Material Editor

  • Unreal Niagara

  • Quixel Assets

  • 3rd Party Sounds (GDC bundle)

  • Unreal Market place assets (Procedural Nature Pack Vol.1, temperate Vegetation: Spruce Forest)

LEVEL DESIGN PROCESS

RESEARCH

Before Starting this project, I had not worked on an open world level, so I needed to research how to effectively design an open world level so that the player never felt as if they were lost or didn’t know what to do. This was mainly through looking at GDC talks which went over different aspects of nonlinear level design (Designing for Non-Linear Story Discovery in Tacoma, Level Design in Hitman: Guiding Players in a Non-Linear Sandbox, Designing Radically Non-Linear Single Player Levels). 

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PRE-PRODUCTION

After my research, I decided that a tutorial-like section was needed to introduce the player to the mechanics as well as how the game would be played. The tutorial area had to have a very different vibe and level flow compared with the main game. This was done to emphasise the feeling of dread the player feels when entering the main area as well as increasing the sense of shock and that something has gone wrong and needs investigating.

Tutorial Theme

Main Area Theme

mood board for overall main area

Knowing this and knowing what each section would contain I gathered a collection of images to inspire the layout and look of each subsection of the level would look like to ensure the area felt as real and lived in as possible.

LEVEL MAPS

Using the gathered information I went about designing the area to do this I split the design into subsections which I designed separately and combined to make the over all level. In each section I made sure to emphasise a distinct aspect of it to act as a landmark and point of intrigue for the player.

Tutorial Map

Main Area Map

Main Area Subsections Maps

LEVEL PRODUCTION

While creating the level in the engine I continued to iterate upon the designs to improve the different aspects of the level be it emphasising more exploration, making sure visual storytelling elements were more clear, or improvements on other aspects to optimize the project.

Tutorial Area Development

Main Area Development

LEVEL DESIGN TECHNIQUES

EDUCATING THE PLAYER

Making sure the player understood mechanics and where to use them was important as otherwise, the player was unable to tell where to use the investigation mode

  • Used diegetic methods to teach how to do a mechanic inspired by games such as Dead Space

  • Used diegetic methods to prompt the player to use the mechanics in the right place

The choice of diegetic methods allowed for a better sense of immersion for the player as well as feeling less like the game was railroading the player.

PLAYER PROGRESSION THROUGH LEVEL

Player progression.PNG

Due to the non-linearity of the level had to make sure the player knew where to go without compromising the open feel.

  • Did this with the addition of decals in a similar colour as the investigation mode and mechanics on key sections or paths between them

  • Used sight lines to expose items of interest from the different sections

CLARITY OF STORY BEATS

When conducting observations of players I noticed that people were confused by what had caused the damage as apart from the burnt trees there was not much to indicate it to the player outside of the text. To fix this I did the following

  • Created glowing orange decals to show glowing parts left by the fire

  • Added lights of the same colour under the trees to push this

  • Added particle effects to represent embers

  • Added audio of fire crackling to push it further

MECHANIC DEVELOPMENT

Although this project main focus was level design it was still my responsibility to create, document and, produce the mechanics for the level so it could actually be played it consisted of 3 main mechanics the documentation for which is below.

INVESTIGATION MODE

JOURNAL

END GAME QUIZ

INVESTIGATION MODE DEVELOPMENT DURING THE PROJECT

  • Created a porotype pass for the mechanic to prove that it was possible to execute and work in a gameplay sense

  • It was hard for the player to know when to use the mechanic so I added a particle effect that would be around the area of items that were visible in investigation mode to subtly cue the player

  • To push this further a volumetric sound of people speaking was added that got louder as the player got closer to encourage player exploration and cue the player without hand holding while also making it feel mysterious

JOURNAL DEVELOPMENT DURING THE PROJECT

  • started with testing it on basic items

  • Added a widget image to make the journal look more visually appealing

  • Changed sound cue to a more thematic sound (writing in a journal)

  • Added a menu type system to improve player navigation as well as improved visual presentation

END GAME QUIZ DEVELOPMENT DURING THE PROJECT

  • Started with an example of how it would work

  • Added buttons to give a more professional look

  • Improved on that further

  • Added a section at the end of the quiz which tied the quiz to feel more relevant to the narrative of the overall game (that of choosing the fate of the settlement) rather than something tacked on at the end

Link To Design Doc For More Detailed Breakdown Of My Design Process

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