Project 2: River Adventure

The project, Adventure, is a run-and-jump simulation set in a giant playable level, divided into five sublevels, each designed by a different team member. My contribution was the second sublevel in the progression order. For its design, I drew inspiration from my local environment and supplemented it with online resources to create a unique and immersive experience. 

Despite encountering various challenges and successes—from lighting errors to design achievements—this project has been an incredibly informative experience. I demonstrated adaptability in an ever-evolving workflow and maintained a solution-driven approach to problem-solving. I’m proud of the work I produced within a limited time frame and equally proud of the dedication and effort shown by my teammates. Please see the video of the level's walkthrough. My portion starts at 2:59.

At a Glance

Level Designer

UE5

2 Months (ish)

Team Collaboration
(5 members)

Original level design,
block mesh, asset integration

Deep Dive

Landscape Terrain

The landscape exceeded my expectations, despite the tedious and time-consuming nature of the work. My goal was to create a trail that felt as real as possible, carefully raising the ground and carving out the path to give the impression that it had once been heavily traveled. The attention to detail paid off, resulting in an environment that enhances the overall immersion of the level.

Cave

During the block mesh stage, I used additive and subtractive geometry to carve out the cave. Initially, the design felt too flat, so I began rotating, turning, and adjusting the elevation of the subtractive blocks. These changes were well received by playtesters, as they helped break the monotony of a typical walking simulator's linear perspective. By introducing dynamic angles and varied pathing, I created a more captivating and interactive experience.

Focal Point Statues

The statues began as an inside joke with my colleagues. Originally, they depicted a miscreant fighting an alligator over food—a nod to Florida's humorous online reputation. However, during implementation, the design evolved into a more respectful scene, aligning better with the narrative of a small group of monks crafting golden statues. This shift not only improved the story but also added a layer of cultural depth to the level.

Mood Board to Level Concept

I discovered some excellent source material that helped solidify my designs and keep the project on track. I was pleasantly surprised by how much I was able to integrate from concept to final design. The team also worked incredibly well together, making design adjustments that added a strong sense of continuity between our levels. Both the transition into my level and the exit to the next flowed seamlessly, creating a cohesive experience.

What Went Wrong

Waterfall Jump

This scene underwent significant changes from its initial concept to the final product. Originally envisioned as a winding cliffside path, it later evolved into a precarious bridge before settling on two stone jumps. The main issue, which became apparent during playtesting, was that players found the landing points on the rocks unintuitive, leading to unintended deaths. While I was keen on retaining the rock assets due to their visual appeal, I addressed the issue by removing the first jump and replacing it with a more navigable path, enhancing both gameplay flow and clarity.

Foliage

During this phase, I initially took the wrong approach by manually placing each patch of grass and bush for a dense jungle scene, which was time-consuming and diverted my focus to other areas. This delayed progress until I gained a deeper understanding of the Foliage Tool. By leveraging its capabilities to create diverse and natural plant arrangements, I was able to significantly accelerate the process and achieve the desired level of detail more efficiently.

Landscape Pains

Although I am not a landscape expert, I was able to effectively address an issue that arose during the project. A small section of the landscape painting was not rendering correctly when the level was built. To resolve this, I adjusted the landscape settings and changed the sampler source for all blended layers to 'wrap,' which successfully fixed the problem.

Landscape Pains

Although I am not a landscape expert, I was able to effectively address an issue that arose during the project. A small section of the landscape painting was not rendering correctly when the level was built. To resolve this, I adjusted the landscape settings and changed the sampler source for all blended layers to 'wrap,' which successfully fixed the problem.

Interested in Working Together?