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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
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Single Player
Level
Designer
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University
project
Narrative

Project Role

Level designer

  • Utilized extensive research to create an immersive cave experience for the game's climactic conclusion.

  • Designed a preliminary blockout for one of the islands, establishing the foundational structure for the game environment, docking spaces etc

  • 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

  • Contributed significantly to documentation detailing the game's progression on the islands, outlining key areas where players unlock tools like the pickaxe

  • Utilized a specialized placement tool to position resources, meticulously considering metrics such as scarcity, gauges, and designated areas to optimize the player experience.

  • 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

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

MOodboard

Link to Board >
 
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cAVE Planning

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

Playtesting

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