Ravine Level Design
Overview/Goal
My goal was to create a level iteratively for a third person shooter. I planned my level in Adobe Illustrator starting with a node based diagram, then using a Melan diagram to ensure players decisions got them to different places in the map. I then used this to whitebox the level in Unreal, also utilising feedback from group playtests to improve on previous designs.
Media/Gallery
Final Screenshots
Diagrams
Work In Progress
Contribution
Tools used
- Unreal Engine (Whiteboxing, Blueprints)
- Adobe Illustrator (Diagrams)
- 3DS Max (Modelling crystals and other decor)
My Role
I was tasked to create a level iteratively for a third person shooter. I planned my level in Adobe Illustrator: Starting with a node based diagram, then using a Melan diagram to ensure players decisions got them to different places in the map, and finally whiteboxing the level in Unreal using playtest feedback to imrpove on previous designs.
Reflection
I am pleased with how the level turned out both aethstetically and in layout. I talk about my thought process, feedback and changes on the Github Wiki along with the source files.
Aside from the layout, I modified the games jump pads into a long-range yet robust 'launchers' for both teams which was recieved very positvely. I also gained some experience with Unreal's blueprint system modifying this and other game mechanics like killzones and weapon spread.













