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Unreal 5 Project: Fleshscape

  • Group Project (10)

  • Role: Lead level designer & game designer

  • 8 Weeks

  • Unreal engine 5.1, Maya, Trello, Github

Documents
GDD:


2-pager:

P​illars (Read more in GDD)

  • Skill-based combat

  • Moral Dilemma

  • World building

On the first day of the project I sketched out some level ideas. The goal was simply to have a sketch that could inspire our storytelling, aesthetic and future iterations of our level moving forward. We knew we wanted a souls-like combat system with a focus on world-building and moral dilemma.

Level1_plan1_v2.png

Level 1a - Basement floor (Sketch)

Goal is to slowly teach the mechanics but in an engaging way. Keeping the level linear.

Level1_plan2.png

Level 1b - Main floor (Sketch)

This purpose of this area is to give the player more agency to 

experiment with their newly learnt mechanics.

We aimed for the game to convey a grim atmosphere, suggesting that the character's circumstances are inherently destined for failure.

 

In the level design, I used weenies to offer players a sense of hope,  purpose and direction. This was essential within the challenging and bleak world of the game, ensuring a sense of direction and player engagement despite the difficult setting.

Birth-canal leading to lighthouse weenie. The narritive goal of the level is to leave on a boat.

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Second sight of lighthouse weenie. Middle of the level.

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At end of level you approach the lighthouse.

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Level Clues 1.png

Early whitebox tried to communicate that B would lead to C. In later stages we made C have more similarities like their lighting to communicate that B connects to C.

Level Clues 2.png

Further into the level we are back in the big round room. Now the player can see the goal. During playtest session I would continuously monitor how player's would navigate and ask if they ever felt lost.

beforeandafter.gif

Early room that combines jumping and interacting with lever (crystal)

HighresScreenshot00020.png

After multiple playtests this became the final whitebox version before art pass

Pacing and rewards in a souls-like game.​

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It was important that the game did not feel like a combat simulator,

going from to room of combat encounters. The player should

have the experience feel rewarding and fun in other ways,

and switch up the pace from constant combat encounters.

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Building an intriguing world: We aimed to create a cool,

immersive world that feels alive and interesting.

This meant paying attention to details and stories to make

the game world a place players would want to explore.

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Reward vistas: I placed beautiful and unique

spots in the game for players to discover, rewarding their

progress or curiosity. These spots were like little visual treats,

giving players a nice break and a sense of accomplishment.

 

Puzzle encounters: To diversify the gameplay experience,

I designed simple puzzles. These were intentionally quite simple,

as their primary function was to inject a change of pace,

contribute to world-building, and cleverly hint at upcoming areas. 

 

Secret treasure chests: Within Fleshscape, character progression

wasn't tied to defeating enemies. Instead, finding secret treasure

chests provided stat upgrades. This approach aimed to encourage

exploration, enabling players to discover more about the game's

world while being rewarded for their efforts. The game's essence is

rooted in the player's ability to succeed purely through improving

their own skills, therefore finding chests was not required to win.

Fleshscape - Crystal.gif
Fleshscape - PuzzleExample1.gif
Fleshscape Secret.gif

Using blueprints I would design puzzles, prototypes and miscellaneous things.

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One of which being this sequence of showing these informative billboard texts and letting the player break the planks. Tech artists could later add their own particle effects as desired.

Fleshscape - Blueprint stuff.gif
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Blueprints

Linus Ekberg

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