CONTEXT : Personal project
TEAM SIZE : 1
DURATION : 2 weeks
ENGINE : Unreal Engine
Level design of a fictional level set in A Plague Tale: Requiem. Over two weeks, I designed a level in which the protagonists Amicia and Lucas must retrieve a relic from an abbey. This level relies on the use of landmarks such as a chapel, spatial design applied across different areas, and light as a navigation tool to guide the player. The objective for the player is to understand and follow the path from the entrance to the exit.
The constraints for this project were to use several different methodologies as well as new tools:
Use of a narration document and its layout.
Use of a landmark that the player can follow.
Use of light for navigation.
Use of spatial design.
Use of new Unreal Engine tools.
As well as the objective that the player quickly understands what they need to do in the level, without relying heavily on narrative guidance
Methodology
First, I created a narration and level design document, which helped me map out the events taking place in the level, the gameplay associated with each moment, and a detailed description of what happens. For example, at a certain point a cutscene plays for x minutes, followed by an escape sequence for the protagonists. I also conducted reference research to help with visualisation, and to make it easier for a potential level artist to understand the vision.
Next, I moved on to creating the layout, in order to visualise in a 2D plan how the abbey's spaces would be designed: its location, the number of buildings, their functions (refectory, dormitory, kitchen, etc.), the player's path, and the puzzles.
Finally, I built the world in 3D using Unreal Engine. The first step was to establish the metrics in order to respect them and avoid any scale issues. I followed my layout while remaining ready to adapt it, as the transition to 3D brings many changes. I also added NPCs to simulate enemies, and regularly tested points of interest to check the visibility of the landmark, the navigation, and the logic between the entrance and the exit.
Narration and Level Document
In this document, I outlined the level's narrative from start to finish, along with the estimated maximum duration. It is broken down into blocks, in which I describe what happens, supported by the layout and the references that inspired me.
Layout
Tools
Block out
Playable Build