THIRD PERSON ADVENTURE

Uncharted Inspired Level

PROJECT DETAILS

I have created a third person adventure, inspired by the Uncharted and Tomb Raider games. 

My goal was to create an adventure that makes the player feel like a strong and courageous main character that can overcome anything. 

  • Developed over: 5 weeks 

  • Engine: Unreal Engine 4

  • Level Design

  • Assets used: Tropical Jungle Pack (Epic Marketplace), Interaction With Advanced Locomotion System v4 (Jakub W Patreon, Epic Marketplace)

INTRODUCTION

PRE-PRODUCTION

I quickly figured out a layout in my head that I liked while looking through reference photos and art online. The first step for me was to make a rough overview of the level that I could follow when I began blocking out. 

REFERENCES

The level takes place in a tropical jungle around an ancient temple area heavily inspired by the Angkor Vat temples in Cambodia. I gathered a few reference pictures to use as a moodboard while designing the level.

MAKING OVERVIEW

FINAL OVERVIEW

Red circles = Enemy zones

WHITEBOX

BEFORE

AFTER

These are before and after shots of some areas in the level, showcasing iterations made during development and the step of going from rough blockout to refined whitebox.

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GAMEPLAY

LIGHTING

event.gif

10 SECOND RULE

In this scenario, climbing as a mechanic does not engage the player enough and might cause gameplay fatigue. If the player is stuck doing the same activity for too long, the player will feel a fatigue from that. To combat this I made sure to follow a 10 second rule.  

Something as simple as dust falling from the rocks from time to time gave the activity a bigger sense of urgency and danger and could keep the player immersed.

EVENT

I scripted a cinematic event that has the player progress down a one-way. Meaning the player can't return from where they came.

I wanted the shadows to signal to the player that they should hide and seek refuge. Also encouraging them to safely study the environment before pursuing enemies.

It was also a subtle way to lead the player along the path.

LEVEL SHOWCASE

GALLERY

REFLECTIONS

I feel like I had created the entire experience for this project in my head before I even started blocking the level out. I had a clear vision of what I wanted to make and I like the way it turned out in the end! The pacing between different gameplay elements feels just right. Slow and calm climbing where you get to admire your surroundings to action filled combat! 

One of the challenging parts was making the enemies stick out and not blend in with the environment. Even though they were a solid red color, people had a hard time seeing them and it had to do with depth in the areas. Adding fog planes around the combat zones made the bright green jungle less overwhelming for the eyes and the enemies pop more. 

 

I learned a lot from this project, it's a very Uncharted experience and overall I feel like I achieved my goal of creating an adventure that made the player feel like the hero. I feel like it's clear what the vision for a finished level is and I'm proud of how readable the environment is even in just a refined whitebox stage.