
The aRCHIPELAGO
pROMISE
I served as a part time Level Designer in a collaborative team of over 20 individuals for this survival game project. Within this role, I played a key part in determining player progression, addressing progression obstacles, and was specifically assigned responsibility for the design and development of a designated in-game island.
Role: Level Designer
Engine: Unreal Engine 5
Genre: First person Survival Game
Team size: 25
Platform: PC

Single Player
Level
Designer

University
project
Narrative
Project Role
Level designer
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Utilized extensive research to create an immersive cave experience for the game's climactic conclusion.
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Designed a preliminary blockout for one of the islands, establishing the foundational structure for the game environment, docking spaces etc
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Played a key role in developing narrative beats, including strategically planning the placement of narrative elements such as letters ,placement of the flower fields etc
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Contributed significantly to documentation detailing the game's progression on the islands, outlining key areas where players unlock tools like the pickaxe
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Utilized a specialized placement tool to position resources, meticulously considering metrics such as scarcity, gauges, and designated areas to optimize the player experience.
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Assisted Visual Artists in set dressing the Cave and other island areas, addressing time constraints and ensuring a cohesive and visually appealing game environment.

Design Pillars

Gauges
Narrative
Exploration and Discovery
Leashing
Final iteration
cAVE




bIRDS VFX - sIGNPOSTING
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Designed and implemented Birds VFX with spinning motion in vertex form to indicate the docking locations of the islands.

MOodboard
Link to Board >



cAVE Planning
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Researched natural caves paths , materials and resources that can be present
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Build gym level to figure out spacing of the cave, take over metrics to build cave
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Decide over placement of progression stoppers
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Decide placement of hero props
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Adjust cave layout according to time restraints

Playtesting
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Cave was play tested and iterated upon based on feedback received from peers
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This game was played by lot of steamers and we also iterated based on feedback received from our community.
