A third person adventure
This level is an old open-world school assignment where my inspiration for the theme of the level is the game Destiny.
5 weeks half time
Unreal Engine 5.6
Jaqub's (AGLS) Template
Assets made by me in Blender And Low Poly Nature Pack Made By (VRS)
The player is a guardian of the last city and has been sent to patrol this part of an old colony ship launch zone where you are to make sure that the people that live in the local Hub are safe and have what they need to survive and to continue their research on the old human technology. The player also needs to secure an old alien tower and make sure that they haven’t occupied it again.
To create variety in my open world, I designed visually distinct biomes and zones for the players. I kept the player’s experience in mind when designing the environment to be visually distinct and interesting in order to encourage exploration.
One of the main ways I wanted to guide my players in my level was through points of interest. Which is a strong tool for leading the player to where I as the designer intend them to go.
When using points of interest, I placed a short-term goal, a mid-term goal, and a long-term goal for the player to move toward, both to keep the player engaged during the experience and to create a clearer path for them.
When designing the level i wanted the player to be able to find small secret places where for example aliens have been hiding before or it is a secret passage to hidden resources.
1. The player arrives outside of the wall and uses there vehicle.
2. The player travels through a crystals cave with a metall sphere suspended in the ceiling.
3. The player explore insides of the wall to unlock the path forword.
4. The player ses hub truth the wall when unlocking there path forward.
5. The player arrives at the hub and is asked to gather resources on the other side of the bridge.
6. The player travels across the bridge and finds a way through the wall to an area that was been occupied by aliens.
7. The player finds that they have looped back to an earlier path and heds back to the hub to get further instructions.
8. The player is told to secure the old tower at the edge of the water and has to travel across the beach.
9. The player has secured the tower and completed their mission and is now free to explore an
This level is an open-world where I took a lot of inspiration from the game Destiny.
With this open-world level, I wanted to create a world that the player could explore multiple times and perhaps discover something new.
When originally created the level I kept the scope low to avoid unnecessary extra work that would have resulted in a worse level.
Instead, I was able to added small new elements to my level after feedback and iteration that gave a better and more polished result.
During feedback sessions, I received feedback that the level did not feel large enough and that it would have been cool if the player could move inside the wall.
So I gradually added more to the level bit by bit, and eventually ended up with something I was really satisfied with after feedback and iteration
If I had more time to improve my level, there are a few things that come to mind, such as creating more biomes and zones in the level and increasing the level of detail in certain areas.
If I had created more biomes or zones because I believe the level has more to offer in some zones that I feel don't have enough content in them. I would only add a max of two new zones and biomes as I believe the level might otherwise become too confusing for players.
If I had more time I would increase the level of detail in certain areas wher the player slows down. It would have been the hub, the alien hideouts and in the wall in order to increase the believability of the world in both big and small ways.