Website powered by

Unreal Studies | Level Design - Quest for Valor Level

𝗨𝗻𝗿𝗲𝗮𝗹 𝗘𝗻𝗴𝗶𝗻𝗲 𝟰 - 𝗟𝗲𝘃𝗲𝗹 𝗗𝗲𝘀𝗶𝗴𝗻 𝗽𝗿𝗼𝗷𝗲𝗰𝘁 (𝟮𝟬𝟮𝟯)

Done as part of my studies at Vancouver Film School. The challenge was to create a short game using assets from 𝘘𝘶𝘦𝘴𝘵 𝘧𝘰𝘳 𝘝𝘢𝘭𝘰𝘳, incorporating elements like puzzles, combat, and a final boss battle. The assignment extended to setting the scenes, developing a story, and scripting cinematics, all through Unreal Engine's blueprinting.

Focus:
- Level design
- Blueprint scripting
- Cinematics and environmental storytelling

Game Synopsis:
𝘍𝘳𝘦𝘺𝘢 𝘪𝘴 𝘢 𝘺𝘰𝘶𝘯𝘨 𝘷𝘪𝘬𝘪𝘯𝘨 𝘸𝘰𝘮𝘢𝘯 𝘸𝘪𝘵𝘩 𝘢 𝘴𝘵𝘳𝘰𝘯𝘨 𝘸𝘪𝘭𝘭 𝘢𝘯𝘥 𝘢 𝘭𝘰𝘵 𝘰𝘧 𝘥𝘦𝘵𝘦𝘳𝘮𝘪𝘯𝘢𝘵𝘪𝘰𝘯, 𝘭𝘰𝘰𝘬𝘪𝘯𝘨 𝘧𝘰𝘳 𝘢 𝘸𝘢𝘺 𝘵𝘰 𝘩𝘦𝘢𝘭 𝘩𝘦𝘳 𝘺𝘰𝘶𝘯𝘨𝘦𝘳 𝘴𝘪𝘴𝘵𝘦𝘳 𝘓𝘪𝘷 𝘧𝘳𝘰𝘮 𝘢 𝘳𝘢𝘳𝘦 𝘢𝘯𝘥 𝘭𝘦𝘵𝘩𝘢𝘭 𝘥𝘪𝘴𝘦𝘢𝘴𝘦. 𝘙𝘶𝘮𝘰𝘳 𝘩𝘢𝘴 𝘪𝘵 𝘵𝘩𝘢𝘵 𝘥𝘦𝘦𝘱 𝘸𝘪𝘵𝘩𝘪𝘯 𝘵𝘩𝘦 𝘔𝘰𝘶𝘯𝘵𝘢𝘪𝘯 𝘛𝘦𝘮𝘱𝘭𝘦 𝘵𝘩𝘦𝘳𝘦 𝘭𝘪𝘦𝘴 𝘶𝘯𝘪𝘮𝘢𝘨𝘪𝘯𝘢𝘣𝘭𝘦 𝘵𝘳𝘦𝘢𝘴𝘶𝘳𝘦 𝘧𝘳𝘰𝘮 𝘵𝘩𝘦 𝘭𝘰𝘯𝘨 𝘭𝘰𝘴𝘵 𝘚𝘩𝘢𝘥𝘰𝘸 𝘒𝘪𝘯𝘨, 𝘢𝘯𝘥 𝘸𝘪𝘵𝘩𝘪𝘯 𝘪𝘵 𝘵𝘩𝘦𝘳𝘦’𝘴 𝘢𝘯 𝘦𝘭𝘪𝘹𝘪𝘳 𝘵𝘩𝘢𝘵’𝘴 𝘢𝘣𝘭𝘦 𝘵𝘰 𝘤𝘶𝘳𝘦 𝘢𝘭𝘭 𝘥𝘪𝘴𝘦𝘢𝘴𝘦𝘴. 𝘎𝘰𝘪𝘯𝘨 𝘰𝘶𝘵 𝘰𝘯 𝘢 𝘭𝘪𝘮𝘣 𝘬𝘯𝘰𝘸𝘪𝘯𝘨 𝘵𝘩𝘪𝘴 𝘮𝘪𝘨𝘩𝘵 𝘣𝘦 𝘵𝘩𝘦 𝘭𝘢𝘴𝘵 𝘤𝘩𝘢𝘯𝘤𝘦 𝘵𝘰 𝘴𝘢𝘷𝘦 𝘓𝘪𝘷, 𝘍𝘳𝘦𝘺𝘢 𝘮𝘶𝘴𝘵 𝘤𝘳𝘰𝘴𝘴 𝘵𝘩𝘦 𝘍𝘰𝘳𝘣𝘪𝘥𝘥𝘦𝘯 𝘍𝘰𝘳𝘦𝘴𝘵 𝘵𝘰 𝘭𝘰𝘰𝘬 𝘧𝘰𝘳 𝘵𝘩𝘦 𝘛𝘦𝘮𝘱𝘭𝘦’𝘴 𝘩𝘪𝘥𝘥𝘦𝘯 𝘦𝘯𝘵𝘳𝘢𝘯𝘤𝘦 𝘢𝘯𝘥 𝘰𝘯𝘤𝘦 𝘵𝘩𝘦𝘳𝘦, 𝘶𝘯𝘷𝘦𝘪𝘭 𝘪𝘵𝘴 𝘴𝘦𝘤𝘳𝘦𝘵𝘴 𝘵𝘰 𝘧𝘪𝘯𝘥 𝘵𝘩𝘦 𝘒𝘪𝘯𝘨’𝘴 𝘵𝘳𝘦𝘢𝘴𝘶𝘳𝘦.

**𝘈𝘭𝘭 𝘢𝘴𝘴𝘦𝘵𝘴 𝘢𝘯𝘥 𝘮𝘰𝘴𝘵 𝘰𝘧 𝘵𝘩𝘦 𝘨𝘢𝘮𝘦'𝘴 𝘧𝘶𝘯𝘤𝘵𝘪𝘰𝘯𝘢𝘭𝘪𝘵𝘺 𝘸𝘦𝘳𝘦 𝘱𝘳𝘰𝘷𝘪𝘥𝘦𝘥 𝘣𝘺 𝘮𝘺 𝘵𝘦𝘢𝘤𝘩𝘦𝘳 𝘢𝘵 𝘝𝘢𝘯𝘤𝘰𝘶𝘷𝘦𝘳 𝘍𝘪𝘭𝘮 𝘚𝘤𝘩𝘰𝘰𝘭.**

Unreal screenshot - Shadow King Temple in the Forbidden Forest. My main references were Mexican ancient ruins.

Unreal screenshot - Shadow King Temple in the Forbidden Forest. My main references were Mexican ancient ruins.

Unreal screenshot - Bouncy mushrooms in the Forbidden Forest. The area was designed to challenge players' platforming skills, requiring them to bounce on the mushrooms to reach treasure chests.

Unreal screenshot - Bouncy mushrooms in the Forbidden Forest. The area was designed to challenge players' platforming skills, requiring them to bounce on the mushrooms to reach treasure chests.

Unreal screenshot - Platforming Gameplay.

Unreal screenshot - Platforming Gameplay.

Video - Bouncy mushroom and collecting diamonds.

Unreal Screenshot - Block puzzle section inside the Temple. The solution to the puzzle is subtly revealed on the wall for those who observe closely.

Unreal Screenshot - Block puzzle section inside the Temple. The solution to the puzzle is subtly revealed on the wall for those who observe closely.

Unreal Screenshot - Entrance to Final battle after completing the puzzle. All traps are deactivated.

Unreal Screenshot - Entrance to Final battle after completing the puzzle. All traps are deactivated.

Unreal screenshot - Puzzle Gameplay.

Unreal screenshot - Puzzle Gameplay.

Video - Solving Puzzle final piece.

Unreal screenshot - Final Battle room. The king awaits with a potion that's said to cure it all.

Unreal screenshot - Final Battle room. The king awaits with a potion that's said to cure it all.

Video - Cinematics.

Video - Final Battle Mechanics progression when Boss's health lowers.

Blueprints - 𝗣𝗹𝗮𝘁𝗳𝗼𝗿𝗺𝗶𝗻𝗴 level and Puzzle mechanic: Once you've gathered three magic stones from the scattered treasure chests in the mushroom forest, the entrance to the temple opens.

Blueprints - 𝗣𝗹𝗮𝘁𝗳𝗼𝗿𝗺𝗶𝗻𝗴 level and Puzzle mechanic: Once you've gathered three magic stones from the scattered treasure chests in the mushroom forest, the entrance to the temple opens.

Blueprints - 𝗣𝘂𝘇𝘇𝗹𝗲 level and mechanics: By moving the rock boxes on top of the plates in the correct order, traps deactivate and player can cross the portal.

Blueprints - 𝗣𝘂𝘇𝘇𝗹𝗲 level and mechanics: By moving the rock boxes on top of the plates in the correct order, traps deactivate and player can cross the portal.

Blueprints - 𝗙𝗶𝗻𝗮𝗹 𝗕𝗮𝘁𝘁𝗹𝗲 and mechanics: When the Skeleton King has health above 50%, he activates flaming arrows that fall from the ceiling. When his health drops below 50%, he triggers danger zones on the floor. Both mechanics inflict damage.

Blueprints - 𝗙𝗶𝗻𝗮𝗹 𝗕𝗮𝘁𝘁𝗹𝗲 and mechanics: When the Skeleton King has health above 50%, he activates flaming arrows that fall from the ceiling. When his health drops below 50%, he triggers danger zones on the floor. Both mechanics inflict damage.

Blueprints - 𝗖𝗶𝗻𝗲𝗺𝗮𝘁𝗶𝗰𝘀: Play final sequence cinematics and hide when finished.

Blueprints - 𝗖𝗶𝗻𝗲𝗺𝗮𝘁𝗶𝗰𝘀: Play final sequence cinematics and hide when finished.

Blueprints - 𝗖𝗵𝗲𝗰𝗸𝗽𝗼𝗶𝗻𝘁 𝘀𝘆𝘀𝘁𝗲𝗺 : Loading and Unloading of Levels when crossing trigger + Sublevels setup.

Blueprints - 𝗖𝗵𝗲𝗰𝗸𝗽𝗼𝗶𝗻𝘁 𝘀𝘆𝘀𝘁𝗲𝗺 : Loading and Unloading of Levels when crossing trigger + Sublevels setup.