top of page
Abandoned City.png

A quick way to browse

Introduction

Base Design

Block Out

Crossways

Key Designs

Abandoned City

Introduction

This project, part of the Introduction to Level Design course, involves creating a level with multiple paths for the player to explore, with many intersections for the player to choose from. We were prompted to utilize the Level Up Toolkit developed by ETC students to craft the first level of this adaptation.

 

The setting for the level Abandoned City is in a futuristic world where robots have taken control, and humans are attempting to reclaim their territory. Players step into the shoes of a hired mercenary assigned the mission to infiltrate the fortress constructed by the robots and regain control over the city. The level is designed to emphasize player choice, featuring multiple paths and intersections for the player to choose their own adventure.

Abandoned City.png

Level Demo

Overview

Project basic settings

Platform

Windows

Tool Used

Unreal, Level Up Toolkit

Team

Individual

Duration

1 Month

My Role

Level Designer

Base Design

Initial design as the backbone of the design process

Paper Design

The initial map design envisioned a city divided into three small islands, each providing unique gameplay experiences. However, due to time constraints and a focus on improving the overall player experience, Area 2 was removed during the block-out phase. This decision allowed the team to concentrate on refining the remaining two areas, ensuring they offer greater variety and a more polished experience for players.

MapWithNumber.png

Rough Map Side View

The map features two key areas: Area 1, a fallen cityscape with abandoned buildings for exploration, and Area 3, a fortress that serves as the final destination. Players have multiple routes to choose from, allowing them to navigate based on their playstyle or instincts. This design fosters a dynamic and personalized gaming experience, enabling players to shape their journey through the level according to their preferences and spontaneous decisions.

Sideview.png

Block Out

The block out of the level

City Area

The player begins at the city entrance, encountering a camp of human forces rallying to reclaim the city. Crossing a barrier wall marks the start of the adventure within the city. Multiple paths and crossways provide strategic choices, with two distinct routes leading to the final fortress, the ultimate goal of the mission.

CityLined.png

Fortress Area

The fortress area intensifies the challenge with stronger enemies and a formidable final boss guarding the player's ultimate goal. There are two entrances that lead players into the fortress, offering diverse paths that eventually converge toward the final confrontation with the boss.

FortressLined.png

Crossways

Highlighted crossways where the player is given a choice

First Choice

If the player continues along the street, they will quickly spot multiple enemies on the path to the fortress. Here, they must decide to either engage in combat or turn left to explore an alternative route. This choice, right after the first encounter, lets players decide based on their playstyle. The timing helps players gauge their combat abilities, influencing their subsequent decisions in the level.

01_Start.png

Fight or Flight

If the player chooses to proceed along the street, they will quickly observe multiple enemies scattered along the path to the fortress. At this point, players face another decision: either engage in combat and fight their way through, or turn left to explore an alternative route. This decision, occurring right after the player's first encounter, allows them to make a choice based on their playstyle. The timing of this decision, following the initial encounter, provides players with basic knowledge of their combat capabilities, influencing their subsequent choices in the level.

02_FightOrFlight.png

The Market Area

Choosing to avoid combat leads the player to a safe zone without enemies, allowing for exploration. The fortress draws attention as a target, especially since the right path brings players closer to it. However, players may also find a green recovery platform for healing. Opting for the left path enables more exploration, unveiling additional narrative elements and enhancing the gameplay experience.

03_Market.png

Collapsed Buildings in the Ocean

If the player takes the left path in the market, they will find another crossroad inside one of the buildings. This concealed path is designed to reward exploratory players. The fallen buildings, visible from the start, may intrigue some players. Those eager to explore every possibility might seek a way onto the buildings. This hidden path is subtly crafted to go unnoticed during regular gameplay, revealing itself only to those actively searching for it. Choosing this path will lead the player to the collapsed building, while continuing straight will not.

04_Water.png

The Broken Bridge

Returning to the street previously mentioned, if the player chooses to confront the enemies directly and head straight for the fortress, they will encounter a broken bridge. At this point, the player faces a decision: either turn back or attempt to jump across. However, attempting the jump leads to an inevitable failure, resulting in the player's demise and ultimately redirecting them back.

05_Bridge01.png

Whether the player decides to turn around voluntarily or is redirected by the respawn system, they will notice a window path leading into a building. At this point, players have the option to either enter the building or return to the street and explore a previous path.

05_Bridge02.png

Secret Path

If the player is unwilling to turn back or desires further exploration, they may discover a hidden path under the bridge. This concealed route leads the player directly to the island housing the fortress and also unveils additional narrative elements within the game. This discovery provides a rewarding experience for players who opt for a more adventurous and thorough exploration of the level.

06_Secret.png

The Giants

If the player avoids entering any buildings and focuses on exploring open areas, they will face a final choice before reaching the fortress: confront the giants directly or enter a building. This decision reflects the player's playstyle. Going straight for the giants offers a shorter path but carries greater risk compared to the safer option of navigating inside the building. This choice adds strategic depth, enabling players to tailor their approach based on their preferred style and risk tolerance.

07_Giant.png

The Fallen Skyscraper

No matter which path the player chosed before, if they were not able to find the secret entrance, the only way to get to the fortress is through the fallen skyscraper. 

08_FallenSkyscraper.png

The Final Choice

Upon reaching the final fortress, the player encounters a crucial decision: enter the enemy-filled glass house or proceed to the fortress. While the left path seems straightforward, it can be more punishing than anticipated. Inside the glass house, enemies are relatively weaker compared to the formidable guards behind the fortress wall. Climbing the wall leads to an immediate encounter with a giant guardian, adding surprise and challenge. This design choice enhances difficulty while introducing a dynamic element to the experience. In playtests, some players chose the glass house path, while others faced the challenge head-on.

09_FinalChoice.png

Key Designs

Key design aspects that enhance the whole experience

Weapon or Not

Inspired by the concept of accommodating player choices in games like Dishonored, I've integrated a similar approach into my level design. Although initially blocking the player with a wall before the first encounter ensures they obtain the staff in the camp, those who seek alternative paths can find a side door allowing entry without the staff.

10_Wall01.png
No Weapon.png

Every area in the level is meticulously designed to enable climbing over walls without the staff, and each enemy encounter features alternative paths for players to navigate sneakily. This design philosophy aims to offer players the freedom to choose their playstyle, enhancing the overall flexibility and adaptability of the gaming experience.

01_Sneak.png
07_Vantage.png
04_Climb.png
06_Sneak.png

Vantage Points

Several vantage points have been strategically placed throughout the level to serve as guides, providing visual cues for the path leading to the final fortress or enabling players to plan their movements strategically before entering areas with enemies. These elevated viewpoints offer players a valuable perspective, encouraging thoughtful navigation and enhancing the overall tactical experience within the game.

08_Vantage.png
03_Vantage.png
05_Vantage.png
09_Tower.png

Visual Guidance

Numerous pathways within the level are intentionally designed to lead directly towards the final fortress. This deliberate arrangement aims to provide players with a clear sense of progression as they navigate through the level, ensuring a coherent and immersive journey towards their ultimate objective.

11_Street.png
10_Fallen.png

Spatial Awareness

To address the challenge of a large map, I focus on creating distinct landmarks as reliable guides for players. These landmarks—such as the fortress, fallen skyscraper, spinning tower, main streets, and starting camp—form a triangular pattern across the map. This design aims to establish memorable and recognizable structures, providing players with a constant frame of reference for their position. The goal is to enhance players' awareness of their relative location, using these key points to guide them seamlessly to their destination.

12_Space.png
bottom of page