Fran Ruiz - Level Design

INTRODUCTION

Level designed for a sci-fi, open-world, 3rd person, action RPG set in a dystopian future.


My objective is to design a space that supports NPC interactions and build a blockout featuring interconnected and distinct areas.

PROJECT DETAILS

  • • Developed in 2 weeks (part-time)
  • • Unreal Engine 5
  • • Open world
  • • RPG
  • • 3rd person

Awards

  • It’s Nice That
  • AIGA
  • Fonts In Use
  • The Dieline

Contact

email@domain.com

000-000-000


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PRE-PRODUCTION

DEFINING THE OBJECTIVE

I strongly believe that to create truly memorable spaces, it's crucial to support the narrative so I began building a brief story.


I wanted to address key questions about the world and build a rough idea of the spaces I wanted to create, allowing me to find and define the design pillars to follow through the development.

GATHERING REFERENCES

I gathered references for landmarks, points of interest (POIs), exterior spaces, and rooms.


After several layout iterations, I created a one-pager with a bubble diagram to showcase a solid foundation to build upon and define the scope for a two-week workload.

BLOCKOUT

FINDING THE MOOD

I started adjusting the lights, skybox, post-processing effects, and fog.


Also created materials and modeled/downloaded a list of assets to help achieve the desired mood and make the space more believable.

MOCK-UP

I created a basic 3D mock-up outlining the footprints of the level, keeping things rough and focusing on composition, districts, POIs, and landmarks.


The goal is to identify the right metrics to ensure that the spaces are suitable for camera movement and that the connections between rooms are convincing.

DEFINING THE SPACE

Finally, I shaped the spaces.


Every room has unique elements and creates contrasts between spaces, making them memorable and establishing a distinctive context for each NPC and its quests.

POINTS OF INTEREST

DESIGN TECHNIQUES

TRAVERSAL

To achieve an engaging traversal experience, I steer clear of straight paths and “disrupt” navigation with objects, fences, gaps, or the layout disposition, thereby increasing player inputs.


Additionally, I vary heights to create a more appealing space and create a variety of points of view.

MEMORABLE SPACES

A key objective for each POI is to make it memorable.


I have differentiated them by employing diverse color palettes, varying the room's size, alternating between open and enclosed areas, incorporating ambient sounds, and using storytelling elements.

STORYTELLING

Every room features elements that bring life to the space, with elements that NPCs can interact with to make the environment feel vibrant and believable.


I also aimed to emphasize that the space was an abandoned facility, showcasing considerable wear and tear.

CREATING A EXPERIENCE

Designing a level is not just about creating a space; it's also about crafting a playable experience. I enjoy incorporating elements that are quick to implement but significantly enhance the result.


In this level, I've implemented ambient sounds, and music, populated the space with NPCs, and included simple animations to make the experience more vibrant.

WALKTHROUGH

CLOSING THOUGHTS

Implementing audio and simple animations took very little time and significantly enhanced the player experience. This served as a motivational factor for me and could also be a compelling point when pitching to other developers.


Creating the mock-up before delving into the blockout stage made me realize that I needed to omit one of the rooms in time. This allowed me to restructure the scope and adapt to the available time.


Given more time, I would like to design more iconic entrances to the main areas from the hub. Additionally, I believe the ventilation area needs further refinement to make the central space feel more robust and significant. Finally, I would like to allocate more outdoor space to heighten the contrasts between different areas.


Thank you for reading!