Logo created by Adrian Kindberg, Shaniah Gentry, Nylang Lam, and me

Type: Team

Role: Design Lead, Level Designer, UI/UX Designer

Length: 9 months, Ended April 2025

Publisher: DigiPen Institute of Technology

Game overview

This single-player, third-person melee combat game focuses on the old island shaman, Ila, as she utilizes the power of the elements to fight William Von Pingelton III and his invading robot army. This 30-minute experience will take you from the island beaches to its erupting volcano. After traversing through tough terrain, put an end to Pingelton’s reign in a climactic final fight.

Level Design

Process

Due to some fundamental Systems design issues, we had to recreate the entire elemental arm mechanics about 4 months into the project. This is when I started on level design.

To begin the level design process, I researched levels similar to the kinds of experience I wanted to evoke. This foundation enabled me to plan all subsequent levels.

I documented the goals of the level, important metrics, and necessary tutorialization. Next, I sketched out how some segments might look.

Once I had a few sketches that worked, I compiled them into one top-down level map. I used this to discuss the plan with artists and start whiteboxing.

I created maps like these for all the levels I worked on.

Some required more than one.

Whiteboxing + Iteration

After a few days, I was able to whitebox the level in its entirety, creating prop placeholder assets, enemies, and maintaining player jump and dash metrics.

I did this for all three levels I conceived, getting them done quickly and efficiently.

All these levels went through some iterations before being either finalized or cut, but the water level took the most iterations.

The level was too long to begin with, and there was too much time between combat sections. The level needed big adjustments, so I went back to the planning and concepting stage.

With help from my team, I was able to map it out, re-whitebox, and get the landforms re-generated in one week.

Still, it was not enough. I spent many hours focusing on the individual segments of this level, each took many iterations.

For example…

Water Level: Section 1

First Iteration

Starting as a non-linear section, the original design offered a choice for explorative players to discover optional dialogue or take the straight-forward path.

This did not introduce combat fast enough, nor did players care to or know to explore.

Second Iteration

In the second iteration, the player was offered a choice: Kill more robots for an easier platforming challenge and optional dialogue or kill one enemy and traverse a less forgiving path.

Players rarely opted for the oprional dialogue path and combat proved to be too challenging at this point.

Third Iteration

In the final version, the player is taught the movement mechanics in less time with zero combat.

While there could still be better guidance using plants and trees, this version was the best, functionally and compositionally.

Reflection

As the first 3D level design I’ve worked on, I learned not only about level design, but collaboration. I discovered what tools UE5 had and what processes worked for me while teaching my teammates, getting feedback from playtests, planning with goals and mechanics in mind, and redoing large portions of work. In this short time, I improved my organizational skills, as I had to juggle this role with two others on the team. I also learned a lot about scoping and prioritization, which has made me a stronger level designer and leader.