Necromancer’s Enclave
Third Person RPG
Type of Project: Solo Level Design for personal project
Software Used: Unreal Engine 4, Photoshop, Blueprints
Necromancer’s Enclave:
The Necromancer’s enclave is a personal project I worked on in order to hone my skills in designing in not only the third person perspective, but also in the action-adventure genre. I wanted to try and tackle a visually interesting play-space while also introducing more dynamic and interesting combat encounters. Some of the challenges I faced while designing and building this level included having to tweak the AI to make them work more efficiently with how I intended them to work.
Responsibilities:
Responsible for initial 2D design, whitebox, final layout, combat design, set dressing, lighting, play testing, iteration, and optimization.
Tweaked and implemented varied AI to create a wider breadth of combat encounters.’
Used a variety of art assets to set dress the level and create a visually interesting play space for players to explore.
Made several lighting passes in order to achieve a fantastical and varied environment.
Used lighting and set dressing in order to draw the player’s eyes towards areas of interest in the level.
When first designing this level I wanted to combine the structures of ancients ruin contrasted against a natural world encroaching into the forgotten ruins. I took inspiration from classic fantasy RPGs such as Skyrim, and I also took influence from games like Dark Souls and the Witcher as to how I wanted this dungeon to feel.
I really wanted to use the lighting to create distinct and noticeable pockets within the level to create depth in each room. I wanted each environment to also have their own unique feel, and to highlight the enemies in each environment. I also wanted to use the environment as a means to heighten the gameplay and complexity of each fight. The use of varied vertical levels across each room is an important tool meant to add more options for the player in each fight.
Process
Whiteboxing
Optimization Pass
The final step was optimization, as I wanted to make sure the level ran smoothly, and was not chugging along with frames. I made sure to adjust the lightmap density of all the objects that were getting taxing, as well as lowering the lighting complexity by going through and making sure any stationary lights were not overlapping in important places. I also streamlined any player collision, making sure that places the player would never reach or hit were not causing unnecessary collision calculations.