top of page
Hidden Jungle Level Design Piece
Game Overview
For this project I made a vertical slice of a 'metroid' inspired level. This was using the ideas and practices around how they were designed and built using multiple paths, backtracking and leading the player.
Different techniques I used included:
Using Colour to lead a player through a zone
Customized tutorial area to get the player confabulate with the mechanics of the character
Lights and decals to help with player navigation
Leading lines and Sign Posting
To show this off I made a singular large level that I designed, blockouted and meshed + light and did effects for. The goal is to show my ability at level design by creating a level and leading the player through using the different techniques. The level draws from such games as God Of War, Metroid, Uncharted and others.
Design Maps
Before starting the project I made design maps to help me get my ideas across and implemented easier. For this I made a bunch of different maps that helped me when creating the level.








After using the design maps I made I was able to take that into engine to build a level and a game around the concept. The player has the ability to grapple around the map to key points, this means when creating the puzzles for the different zones, I was able to think and add in verticality to the level.
As im quite used to building and lighting levels using Unreal's sky light and post process effects I was able to achieve a tone of how I wanted the game to look and feel when playing. The asset pack that I was using allowed me to go for this orange hue and effect of being in a warm, lush jungle where this hidden cave was located.

Design Document
bottom of page