Open world exploration project
This was a solo project I worked on at the end of my masters course.
The aim of this project was to design a non-linearly designed level, giving the player many ways to complete the level. this was done by trying to present multiple options and paths to the player whenever I could.
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date: June - July 2022 (4 weeks)
Primary Roles: Game designer/ Level Designer
Software used:
Unreal Engine 5
Adobe Photoshop
3ds Max
Blender
Trello
Github ( Source Control )
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The build process
level Playthrough
Key mechanics
The Shrines
ACTIVATING ALL THE SHRINES OPENS THE GATE AT THE END OF THE LEVEL
Grappling hook
USED TO ACCESS AREAS THROUGH GRAPPLE POINTS
Sword
USED TO KILL DANGEROUS PLANTS AND BREAK THROUGH BARRICADES
Hazards
Dangerous Plant
FIRES PROJECTILES AT THE PLAYER WHEN IN RANGE.
ABLE TO BE DESTROYED BUT REGENERATES AFTER A SHORT DURATION FROM DEATH.
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Poisonous Plant
DAMAGES PLAYER WHEN WITHIN RADIUS, ALSO TURNS SCREEN GREEN WHILE TAKING DAMAGE.
Breakable wall
GRADUALLY BREAKS DOWN AS THE PLAYER DAMAGES IT.
ONCE FULLY BROKEN, PLAYER CAN PASS THROUGH.
Development Showcase
THE LEVEL WAS BUILT AROUND THE CONCEPT OF FREE EXPLORATION, HAVING THE PLAYER NAVIGATE FREELY AND OPENLY.