My Work
Team – Myself
Engine – Unreal Engine 4
Type – Blocktober
Dates – 2021
Level Designer
- References research
- Paper level design (zones locations)
- Scaling and metrics
- Blockout production (BSP) :
- Points of view/Establishing shots
- Small open world design
- Narrative/Quest thinking
- Dev small features (quest system + minimap) with blueprints
Context
2021 Blocktober participation. Construction of a city, inspired by Scottish castles, which could be in “The Witcher 3“.
Project purpose
The project goal is to train me to make a blockout map of an “open area” for a chosen project. I’m working on landmarks, points of view and navigation through the level.
I also ask myself how to signify important places or use environmental narration for hypothetic quests.
Map organisation
(1) Town Entrance
- Inn and quest board location
- Starting point of the area (establishing shot and view on the landmarks (5/2/6))
(2) Castle
- First main landmark
- Quest continuity location (dialogues and political issues)
(3) Foreigners camp
- Quest continuity location (racial issues/teasing for another country)
(4) Dock and market
- Quest continuity location (encounters, link to another area, bandits and confrontation)
(5) Graveyard
- Second landmark
- Main quest continuity location (mystery place)
- Accessible only with key
- Place for fights with monsters
(6) Mysterious square dungeon
- Final landmark
- Main quest ending location (climax, secret discovery)
- Last accessible area
Level intentions
- Make a castle inspired by Scotland Middle Ages
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- Use references of scottish lands
- Use references of scottish castles such as Eilean Donan and a bunch of others
- Make a level that could have been inĀ “The Witcher 3”
- Research on “The Witcher 3” player navigation and points of interest
- Novigrad
- Scaling and ambiance of “The Witcher 3”
- Island + castle = crazy level
Level progress