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PERSONAL PROJECT - RPG GAME BLOCKOUT
This untitled project was aimed to prepare me for my final university assignment. The main goals were to practice Level Design theory, blocking out simple objects, paper design, and basic UE4 scripting. The level also features a 'museum' for the metrics of assets that would make it easy for an environment or prop artist to create things to the correct scale.
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Marketplace assets and the 'Blockout tools' plugin were used.
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Duration: 2 Weeks
Personal Project - RPG Blockout: Portfolio
Gameplay Video
Includes annotations for design decisions.

PLANNING
PLANNIG
PAPER MAP AND METRICS
The aim of this project was to act as an introduction sequence to an open-world game. My goal was to learn some Level Design techniques that can be applied to guide the player and prepare me for my final project at University.
![]() Paper MapMy first draft for the paper map which shows the basic structure of the level. | ![]() Metrics GymWith other parties in mind, if I was developing as a team we would have boundaries set for the player's mechanics, including their height, jump / crouch height and the grid size. | ![]() Metrics Gym ContinuedUsing the blockout meshes as placeholders for a prop artist to know the dimensions. |
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![]() Map ComparisonComparing my map to the final build of my demo |

IMPLEMENTATION
IMPLEMENTATION
BLOCKOUT PROCESS
![]() Start Position | ![]() Forcing Mechanics | ![]() Exploration |
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![]() Combat Incoming | ![]() First Encounter | ![]() Framing the next zone |
![]() Weenie in the distance | ![]() View of objectives | ![]() Side quest on the way out |
![]() Next area in view | ![]() Teaching new mechanics | ![]() Breadcrumbing |
![]() Preview of next area | ![]() First takedown in the Cave | ![]() Mixing player mechanics and environment |
![]() Exit in sight | ![]() New area unlocked | ![]() Reward up ahead |
![]() Boss | ![]() Conquering the boss |
ITERATIONS
![]() Iteration - Changing spawn areaI swapped the side of the direction the player travels when leaving the player spawn to ensure they are facing the direction of the village so they do not miss the chest glow and global landmark originating from the village. This was a change I felt was needed as after a few external playtests the players did not acknowledge it. | ![]() Iteration - Village gates turned into narrow pathMy original idea for the level was to have a large village gate that the player travels through after defeating the enemy blocking the path. Whether it was too large for the scale of the village or the fact that it was an illogical place for a gate, I replaced it with a narrow path leading to the village to draw tension when approaching the village. Doing this sets the player up to feel uneasy and like a total stranger to the NPCs living there. | ![]() Iteration - Changing the pathway out of the cavernI made the pathway out of the cavern a set of elevated platforms leading upwards, but it was a bit boring as it was just a straight walk outwards. Replacing it with a broken platform gives the area some platformer element that it was missing and engages the player just a bit longer for when the reach the end. |
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LEVEL SHOTS
![]() Overview | ![]() Tutorial Area | ![]() Village |
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![]() Pathway to Caverns | ![]() Inside the Cavern | ![]() Boss |
LEVEL SHOTS
Tools Used:
Unreal Engine 4
Photoshop
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Overview:
This was a side project that I worked on over a few weeks to develop a better understanding and practice of Level Design techniques, primarily for open-world games. While the level I created was quite linear, the knowledge I have gained could be reapplied towards something more open.
I developed this level as an introduction to simple mechanics that the player controller would have (fireball spell, running, crouching, jumping) so the user experiences the most primitive form of enemy encounters, instances with puzzles and traps, quests, and a boss fight.
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I also made a small museum of modular assets for prop and/or environment artists to create assets to the correct scale. I felt this was a good practice to begin doing on my early projects as my final group project assignment is upcoming in my next academic year.
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