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* level design project 001

* level design project 001

* level design project 001

* level design project 001

3D ACTION ADVENTURE WHITEBOX

UNITY HDRP - C#

MAYA

4 WEEKS

SOLO PROJECT

CONCEPT

CONCEPT

CONCEPT

The overall concept for the level was temple ruins that the player has to infiltrate. Unfortunately, the enemy has already set up camp.

 

The player needs to navigate the ruins while solving puzzles, stealthing around the enemy and doing some platforming.

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LEVEL DESIGN

Whiteboxing an intuitive and fun level that could fit in an action adventure game

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DIFFICULTY PROGRESSION

Creating engaging puzzles with an increasing but fair difficulty curve

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C# SCRIPTING

Puzzle mechanics, particle systems, audio design, animations and more

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3D MODELING

Modeling and UV-mapping meshes in Maya for whitebox-purposes

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FULL PLAYTHROUGH

LEVEL DESIGN

I started blocking out the level with cubes and low-poly meshes to get the general shape of the level. I wanted to have a big center bridge, that would rotate once the player finished the two puzzles, revealing the way to the last puzzle and the goal.

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I made sure the goal of the level would be visible from almost every section of the level. I also structured the level so that the backdrop in the distance of every section would be a later section the player would come to, providing something interesting to pull the player forward through the level.

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Throughout the level, the player would encounter enemies. I made all encounters optional to engage. The player can stealth around every enemy in the level to fit their desired play style.

lowpoly blocking.png

Early iteration of the whole level

DIFFICULTY PROGRESSION

Three puzzles were implemented, which use the same mechanic but increase in complexity.

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The first puzzle is used as a tutorial, and is intentionally very easy for the player to solve. The general mechanic is presented. All puzzles including this has some sort of button and a rotating element, requiring the player to match the symbols in some way.

Growth_edited.jpg

The second puzzle utilizes the rotation theme and requires the player to match symbols in three directions.

 

Here the player needs more spatial awareness while keeping track on all sides at the same time.  

The last puzzle is a version of the first but flipped on it's head. The player needs to find the solution out in the world.

 

The symbols will line up when the player looks back across the bridge. This is the final test to see if the player understands the problem.

C# SCRIPTING

I mostly scripted animations, cutscenes, particle effects and sound, along with some game logic for the puzzles. I regularly used coroutines for the different events that would happen in the level, in combinations with different trigger zones.

meshes.png
uvmapping.png

3D MODELING

I modeled all meshes used in the level except the player character and the trees.

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While whiteboxing, the meshes helped give the level some well needed silhouettes, that would prove useful while testing the level design. I worked simultaneously in Maya and Unity to refine the meshes. 

© 2024 by Hannes Lemberg

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