Uncharted Inspired Level:
Under Waterfall

DESIGN BRIEF
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Solo work tasked with level design.
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The level ranging from 13- 15 mins.
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Gameplay: Exploration, combat, puzzle.
PROJECT DETAILS
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Tools:
- Engine: Unreal
- Blueprint
- Procreate
- Jira
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Asset package used:
- Stylized Nature Pack
LEVEL OVERVIEW

PRE-DESIGN
AREA BREAKDOWN& REFERENCES

TEMPLE
VILLAGE
RELIC
CAVE
METRICS GYM
Metrics gym was build before everything started, I made ruler based on the data and use them as a reference of making blockout.

THE PROCESS
BUBBLE DIAGRAM

Based on the reference images and the initial planning, I created this bubble diagram to represent the sequence of areas the player will go through.
SKETCHES

General Sketch: Planning route and the relative positions between each area.

Sketch for the cave, planning the route and beat of the area.


Sketch of the Relic, including waterfall and small combat area mentioned in bubble diagram.
The sketch for the big combat area.
BLOCKOUT PROCESS

During the blockout process, I like to try with different designs to make the overall flow smoother. Every time I make a change, I immediately test it to see if the modified level improves the overall gameplay experience.
LEVEL WALKTHROUGH

CAVE (START)

WATERFALL
Go through the waterfall, see the abandoned relic.

SMALL COMBAT
Defeat 3 enemies to enter the village.

VILLAGE
Explore village to get narrative piece and collective, find the way to suspension bridge.

BIG COMBAT

TEMPLE (FINISH)
- There are two routes to approach.
- There are two entries to the high ground: one requires traversing a longer distance, entering from the edge of the combat area, while the other entrance is in the middle of the combat space, enter from this will making the player easier to be spotted and attacked.
FLOW CHART

DESIGN TECHNIQUES
FRAMING THE DESTINATION
In the Uncharted series, one of the most impressive aspects of the level design for me is the frequent use of framing techniques to highlight places players need to observe or reach. I've applied this technique in my project to enhance the gameplay experience as well.
BAIT & SHIFT
In here the player initially directed in one direction that move around the cliff, upon discovering it's a dead end (with reward of a treasure box), the player will adjust the view to find the correct path. This shift in perspective and the discovery of new goals heighten player tension and spice up the gameplay experience.
FUNNEL BEFORE REVEAL
Narrow spaces create a sense of tension for players, and the open spaces after passing through the narrow space creates a strong contrast, preventing the gameplay from becoming monotonous.
BLUE PRINT:
DISTRUCTIBLE PIECE
I use Blueprint to control the sound playback, camera shaking, and the dropping of platforms to create the effect of a collapsing bridge. The player must reach a safe position before falling off.



