In this level titled "Crystal Invasion", you must infiltrate a cave exploited by robots of a criminal organization to neutralize the main robot.
You will hide, walk along the walls and take back roads to reach the bottom of the cave and put an end to the illegal exploitation of a precious mineral.
All this, while avoiding the robot lookouts who patrol.
→ two-week project (8 hours per day)
→ project designed alone
→ created with Unreal Engine
→ moderate application of C++ and Blueprints
→ using assets from the Epic Games Fab
This project was carried out over two weeks as part of the LPJV training and it was supervised by teachers so that deadlines were met for each stage of the design.
The goal was to build a complete level including an infiltration phase and a combat phase.
I started by making paper sketches and a bubble diagram as well as researching the environment of my level.
I then designed the blocking of my level on Unreal Engine. The technical parts of the project were prepared by our teacher so that we could focus on Level Design.
I realized the infiltration part so that it would be interesting, accessible, and captivating.
Then, I started to attack the ground design, since my level takes place in a cave and the ground is not very stable, I had to make sure that the enemy pathfinding would work well.
Once the infiltration phase was satisfying, I was able to continue the blockout of the combat part.
I decided to add a new, more powerful weapon that can be recovered in the level so that I could add a boss: a robot that is bigger and stronger than the others.
I tested my level until it was functional, then I tackled the final part, which took a very long time: creating the cave’s environment.
I added lots of background elements to enhance the immersion and make the level credible, including a detail in the environment to guide the player through the level: a reddish ore on the walls that indicates the path to follow to succeed at best! Several times, the player will fall on it by taking the only path available to him.
I then took care of the Sound Design part.
I decided not to play background music so that we could hear the footsteps (player and enemies) and also to play several small ambient music to make the level stressful.
I made a playthrough video of my level and I am very satisfied with how it goes. The infiltration is just complex enough without the player getting lost or in difficulty, and the combat phase is simple and satisfying.