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Self-Exploration: Level Blockout

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Unreal

Exploration

Solo

Overview

This level blockout is designed to demonstrate my understanding and thought processes in spatial communication, pacing, and player guidance.

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​I started off by listing the type of gameplay and setting. Focusing on the experience I want the player to have.

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  • Objective:
    Infiltrate and reach your target stealthily and defeat the boss holding your target hostage.

  • Quest:
    You are a former Military Special Operator gone rogue. Due to this, your sister is captured and used as bait. You have until midnight to surrender at the tower top. Rescue your sister. This quest requires stealth.

  • Core Theme & Setting:
    The level's theme revolves around stealth in a war-torn modern cityscape turned fortified enemy headquarters

  • Primary Gameplay Loop:
    Movement, light puzzle-solving, stealth encounters.

  • Gameplay Mechanics:
    Running, Jumping, Climbing, Silent Melee Takedowns

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Using these as references, I then started to sketch out a top down layout of the level. Keeping in mind level design theories such as:

  • Presenting/Reinforcing a clear objective

  • Providing Safe Spaces

  • Motivating movement

  • Privileged perspectives

  • Revealing information from different perspectives

  • Using Lighting to highlight objectives

  • Providing options

These will be further explained later on at the blockout section.

Layout & Flow Sketchout

I made 2 sketch iterations, with the right most sketch being an upper level sketch

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Level Blockout

I then moved on to level blocking. Adding in new ideas or editing the layout whenever necessary to make it more challenging or intuitive.

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In this segment, I will go through my thought processes using level design theories as a focal point.

Presenting/Reinforcing a clear objective

At the start of my level, I funnel the player's view to the objective location. I also line up buildings toward the objective and use negative and postive space to create a clear direction for the player.

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Providing Safe Spaces

Allowing players to have safe spaces, creates a breather so that they can analyse and plan their route. 

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SafeSpace1.png

By placing cover near entry points, players can scan the room safely. I also placed props and other covers in areas where it would not obstruct the view of the room from the entry point.

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Motivating Movement

I created a wall/fence to block off direct paths to the next objective. This is done so that players are motivated to navigate around the space, to find a solution or objective.

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Priviledged Perspectives

Creating a space that allows the player to analyse the whole area for planning, and providing a satisfactory feeling to the player. This priviledged space can also be used as small objectives. Creating more approaches to the level and increasing satisfaction. 

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I included signposting using props, such as the small platform for jumping and the wooden plank to guide the player to the golden path of my level intent.

An example of the golden path is shown below

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Revealing information from different perspectives

Forcing a deadend helps to keep the player challenged and thinking. By providing a new path from a different perspective, it may also give the player a sense of eureka.

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I guide the player towards a direction but ultimately block it off, forcing them to think of another solution.

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As players backtrack their steps, they see the solution from a different perspective, providing a sense of eureka and keeping the experience non-linear.

Using Light to highlight objectives

I use light as a way to signpost or reveal the golden path/objectives. Using the light to bring a focus to the area.

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I edit the space and lighting so that the NPCs are highlighted.

Providing options

I want players to be able to express themselves in my level. Hence, I like to provide options in my levels through various means.

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I created 2 different entry points, both having different experiences. In this case, 1 will be confrontational, taking out the guards, while the other tries to sneak past without attacking them.

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I also used cover placement to provide different avenues for the player, allowing them to have different approaches to the level.

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Summary

Overall, though summarised, these explanations are a gist of my level intent for this blockout. A small representation of my philosophy for crafting an experience for the player through levels. 

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