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Gothic town level

Summary

Engine - Unreal Engine 5

Role - Level Designer/Mechanics Scripter

Genre - Third person action RPG

Video Walkthrough

Blockout phase

Level Description - 

 

For this project, the aesthetic inspiration was taken from Bloodborne particularly the city of Yharnam. The town has two levels and contains narrow passage ways and some indoor areas as well. The paths needed to be narrow but still wide enough to allow for combat and traversal.

 The level started off in the block-out phase but there will be a set dress pass with the use of asset packs. There are currently some scripted mechanics such as basic melee combos, a health system for player and enemy  with UI, enemy AI, a stamina system with UI, a dodge roll, a basic dialogue system, and an enemy lock-on. All of these mechanics are shown in the video walkthrough.  There is also a basic boss encounter. The level contains three enemy types: A Melee enemy, a range enemy and a boss.

Objective -

The goal in this Level is to is to speak to an NPC then reach the end of the level to fight a boss. 

*click images to expand

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The Church

This is the spawn point of the for the level. The lamp is where the player spawns and they can interact with it to reload the scene. This area is where the player can speak to the NPC to embark on their quest. This is a safe zone that contains no enemies. 

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High view of the upper level

The upper level contains plenty of architecture in towers and small buildings. This section ultimately leads to the boss encounter. The unreal 5 landscape tool was used to make rubble on the path but to also make some mountains in the background. 

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The path leading up to the boss arena

This path will contain enemies in the build up that the player will need to defeat in order to reach the boss arena. There is also a fork on the left is a shortcut back to the start of the level that is essential for any boss encounter. 

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Small courtyard

This small area will contain a combat encounter where there will be three melee enemies on the ground and two ranged enemies on the top firing down. The player will need to decide whether to handle the enemies on the gorund first or deal with the ranged enemies up to to avoid getting shot at. 

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Melee enemy

This enemy can attack the player with the mace their holding. They do medium damage and have medium health but can overwhealm the player if they attack in number.

Boss enemy

This enemy is nearly double the size of the melee enemy. They are slow and have windups in their attacks but they will  do  devestating damage to the player. 

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Range enemy

This enemy remains stationary but can fire projectiles at the player. This enemy does low damage but can be dangerous when paired with the melee enemy.

Set dressing pass

The set dressing pass was completed using asset packs to decorate the blockout and make it feel like a gothic city while still leaving enough room for combat and traversal. Basic lighting was done to give the proper vibe. The goal was to go for a full moon evening setting. One of the changes made  was having was the rubble from the blockout removed. After testing, it was found that it made it way too difficult of traverse the level and the player was also getting stuck in places. So for this iteration it was removed and the paths were left clear and uncluttered. 

Here are some screen captures of the final level.

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