
PROJECT DETAILS:
Genre : Survival Horror
Engine : Unreal Engine 4
Platform : PC
Duration : 3 months
Team : 5 people
Purpose : Realize the first area of an Open World game
Roles : Level Designer
WHAT I'VE DONE:
- Design the map and the lore on paper.
- Create the initial landscape with sub-levels and put the principal points of interest on it.
- Design the corrupted area (Paper LD, Blockout, Level Art).
- Populate the map with assets and enemies.
- Playtest and give feedback on the other areas of the map.
THE STARTING IDEA:
As a team, we had to build the first part of an open world game. We had existing gameplay support and asset packs at our disposal so that we could focus only on the level design.
Our first goal was to create a lore to anchor our universe and create limits for our design. We opted for a battle between an old god who prohibits magic and a new one that offers it in exchange for corrupting its user each time it’s used. The old god unleashed his wrath on the world when he saw that the majority of his people were turning to the new god for magic power.
Our adventure takes place a time after the incident, the player embodies the apostle of the old god, their mission to destroy the apostle of the new god and cleanse all the corruption in the land.
With our lore ready and approved, we started creating a basic layout and a list of points of interest that we could use on our map to guide the player (a village or a lighthouse). We also thought about how we could let the player choose their own path during their adventure.

First Paper Draft

First Top-Down Layout
TOP-DOWN LAYOUT:
On illustrator, we have realized a second pass on the architecture of the global to show where the different points of interest were placed on the map. We also designed a golden path for the player.
The difficulty layout shows our intentions concerning the distribution and power of the enemies to fight on the map. The sub-levels layout shows the division of the different areas of the map, the sub-levels will allow each member of the team to work at the same time, each having the responsibility of an area.

Difficulty Layout

Sub-Levels Layout
HEIGHTMAP :
To have a better idea of the topography of the map, we have realized a heightmap with Azgaar. The latter served as a model to create the first draft of the landscape in engine.

Azgaar Heightmap (2D)

Azgaar Heightmap (3D)
SUB-LEVELS AND LANDSCAPE:
After the validation and the repartition of each sub-levels/area between members of the team. We have created the sub-levels on Unreal Engine 4.
Then, we have applied the topography created with Azgaar to create a first version of the landscape that will be the baseline for everybody.

First Sub-levels path

Topography and Landmarks
DESIGN OF THE CORRUPTED VILLAGE AREA:
The corrupted village area is one the last areas the player has to explore. It’s also the most difficult one. There are a lot of enemies and the environment is wild.
Before starting the work in the engine, I have taken time to make a top-down layout more precise of my area.
My area has for main landmark a village which has been corrupted. It also contains one of the runes to be recovered to reach the boss's area that will conclude our first part of the open world.
Because of the corruption, the area is covered with snow. To keep paths and topography readable, I have created contrast with rocks and trees.

Top view of the corrupted village area

Top view of the corrupted village

The gate to access to the Boss's Area
The village is uphill and oriented towards other areas to be seen and recognized from far. Inside, the houses have different shapes, more sharp and angular than those of the other uncorrupted villages to create a pictorial and semantic contrast. At the top of the village, the player will discover the statue of the new venerated god, as well as that of the old god, forgotten and abandoned.

Blacksmith's House in the corrupted village

View from the corrupted village towards the uncorrupted village

Statues of the new venerated god and the old forgotten god

Statues of the new venerated god and the old forgotten god

Entrance of the corrupted village

The corrupted village
The part where the rune to be recovered is located is hidden between two mountainsides and has been preserved from corruption. This place has the same visual identity as the uncorrupt village. The rune is hidden next to a statue, in the ruins of an old building in which the ancient god was venerated. From these ruins, the player has a view of the corrupt village, which dominates his position. This shows the dominance of the new god and forgets the old one whose vestiges of his glory are forgotten, hidden in the mountains.

Top view of the preserved part of the corrupted area

Point of view of the preserved part of the corrupted area from mountains

The blue rune in ruins of an old building

Transition between corrupted and uncorrupted environment

Point of view from the preserved part of the corrupted area
THE FINAL MAP :

The whole map
