Introduction
In this project, my aspiration was to craft a third-person action-adventure simulation set within the rustic charm of an Italian abandoned village. The objective centered around designing a blockout level capable of delivering a narrative journey, punctuated with diverse gameplay moments reminiscent of the Uncharted series.
My role: Level Designer
Genre: Action Adventure
Engine: Unreal Engine 5
Team: Solo
Total Time: 6 Weeks
My role: Level Designer
Genre: Action Adventure
Engine: Unreal Engine 5
Team: Solo
Total Time: 6 Weeks
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Pre-Production
The initial phase of research involved an in-depth study of all Uncharted games, with a particular focus on the second, third, and the early stages of Uncharted 4.
It was crucial to encapsulate the linearity of these experiences within expansive settings. Subsequently, the challenge was to conceptualize the recreation of diverse environments that facilitate various gameplay approaches. The deserted Italian village encompasses exteriors, sewers, rooftop structures, a monastery, the central square, and the peripheral road. Each of these elements introduces a distinct gameplay style, ensuring a well-balanced pacing throughout the game |
Design Process
Gameplay Sequence and Pacing
The initial step in my design process involved creating a comprehensive list of all the actions I envisioned to incorporate into the game. Subsequently, I brainstormed potential settings and the variety of actions that a player could execute within these environments.
This list underwent several revisions during the early stages of development, ultimately culminating in the final version presented here:
This list underwent several revisions during the early stages of development, ultimately culminating in the final version presented here:
Every action has been designed thinking at the pacing of the gameplay, in order to give a good balance between action phases and more relaxed ones, with a good scattering of cinematics to split different moments.
Sketches
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The initial sketches were designed to map out pacing and dimensions. The design process commenced with the sewer system, conceptualized as a bubble diagram where each ‘bubble’ represented a unique series of actions required to progress through that stage.
Upon exiting the sewer, I envisioned a route to the church that bypassed the main street patrolled by enemies, instead opting for a path across the rooftops. The final segment of the design focused on establishing connections between the main square, the church, and the monastery. The placement and arrangement of furniture within each specific location were determined during the blockout phase. |
Blockout Process
Sewer
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Following the initial cinematic and a basic platforming stage, the sewer emerges as the level’s inaugural area.
The route is linear, encompassing diverse areas each harboring secrets (3 hidden chests). Each area is distinctly characterized by verticality, necessitating the player to utilize the character’s climbing abilities to advance to the next section. The sewer segment concludes when the player ascends a ladder leading to the village, triggering the start of a new cinematic. The gameplay pivots around:
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Village and Monastery
A cinematic sequence will reveal to the player an alternative route over the rooftops leading to the Church.
This section is designed to offer the player a fresh perspective of the village and to provide a unique approach to reaching the objective, as opposed to a ‘simple’ street route. Upon reaching the main entrance of the Monastery, the player will be directed to a secondary path due to the presence of numerous enemies. Once inside, the player will transition into a Stealth phase, tasked with evading the enemies to successfully reach the Church. The gameplay pivots around:
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Church and Square
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The Church serves as a sanctuary where the player can pause to decipher the puzzle’s logic.
The structure comprises two levels, with the second floor accessible via climbing actions. Here, the player will discover a clue for the puzzle and a hidden secret. The interior is also designed as a battlefield, triggering a cinematic sequence and a subsequent battle once the puzzle is solved. The Square outside the Church is similarly set up as a battlefield, with the player’s objective being to vanquish all enemies. The gameplay pivots around:
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Exit Road
This concluding section is designed to inject an adrenaline-fueled moment with a chase sequence. The player, aboard a car, will attempt to evade a tank and subsequently a pair of enemy vehicles.
Ultimately, the player’s sole escape route is to leap over an oncoming train. This daring jump will be captured from multiple perspectives in the final cinematic sequence. The gameplay pivots around:
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Design Choices
Hidden Treasure
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One of the most amusing aspects was devising ways to conceal collectibles within the game.
I utilized chests to symbolize the items and provided subtle hints to alert players to their presence, though the path to finding them was intentionally obscure. The video features a segment from the Sewer section. |
Stealth Moment
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I attempted to recreate stealth moments within the level, one situated in the village and subsequently another within the monastery.
The initial part serves as a tutorial. The second segment begins with an enemy turned away from the player, signaling the presence of adversaries, followed by the monastery's garden where enemies must be observed to devise the best strategy for evasion or confrontation. |
Puzzle
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I designed the puzzle within a secure, enclosed environment to ensure player safety.
The mechanism involves rotating four cylinders to achieve a particular combination that unlocks the artifact. To determine the correct symbol for the combination, players must read the inscriptions beneath certain statues that contain clues for solving the puzzle. This design incorporates both the challenge of deciphering each clue and the element of exploration needed to locate each statue and uncover the hints. |
Chasing Sequence
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I aimed to infuse the final part of the level with an adrenaline-pumping element, and I thought incorporating a car chase would be ideal for a game like Uncharted.
Following the battle, the player will encounter a tank aiming to strike them. Once they evade this, they will be pursued by other enemies. In the midst of the chase, they will become aware of an oncoming train. To avoid it, the player must leap over the train. |
Cinematics
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The level is filled with numerous cinematics.
The aim was to not only replicate the narrative style characteristic of the Uncharted series but also to guide players by indicating the direction to advance within the level. These cinematics proved beneficial in segmenting various gameplay dynamics and scenarios. |
Closing Thoughts
This level has been an educational journey across various subjects:
- From a design perspective, I gained substantial knowledge about pacing, crafting a narrative experience that incorporates diverse gameplay styles, and designing puzzles that are in harmony with their surroundings.
- Technically, I significantly enhanced my skills with blueprints and gained extensive experience with cinematics and the implementation of scripted moments throughout the level.
- From a design perspective, I gained substantial knowledge about pacing, crafting a narrative experience that incorporates diverse gameplay styles, and designing puzzles that are in harmony with their surroundings.
- Technically, I significantly enhanced my skills with blueprints and gained extensive experience with cinematics and the implementation of scripted moments throughout the level.
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