CGMA: Final Project
COURSE INFORMATION
Platform: Windows
Role: Level Design, Blockout, UE4 Blueprint Scripting
Software: Maya and Unreal Engine 4
Team Size: 1
Time: 10 weeks, Online course
MY INSTRUCTORS
________________________________________________________


Co-Lead Game Designer @Naughty_Dog on The Last of Us Part II and Uncharted 4.
Senior Level Designer @unseentokyo
Faculty @CGmasteracademy
Prev @SquareEnix // @InsomniacGames // @DisneyInteract
Course Overview
In this course, I learned to approach 3D game-level environments from a design perspective. The lectures explored the theory of games, shape composition, architecture, and player psychology. I designed and iterated on-level setups from the initial planning phases to playable prototypes inUnreal Engine and Maya. The course focussed on crafting immersion and modeling shapes that intrigue, surprise, and inspire players. I explored how to design for game mechanics and narrative, creating level progressions that support character development and player experience.
FINAL PROJECT: DRAGON RUINS
____________________________________________________________________________
PRE-PRODUCTION
____________________________________________________________________________
Mood Inspiration:

Gameplay Inspiration:
-
The Ganesha climbable structures in Uncharted: Lost Legacy.
-
The escaping sequences in Shadow of the Tomb Raider.
-
Puzzle design in Uncharted 4.
-
Finding Atreus section in God of War.

CORE PILLARS
____________________________________________________________________________
-
Story
Having a story guided a lot of my design decisions on the level and also helped me in cementing the overall feel of the level.
This project is heavily inspired by the Uncharted series. I wanted the story to be along those lines as well. The player is on the hunt for the Drakon King’s treasure. However, an evil organization has already made up its way to the ruins and has its troops all over the place. The player has to make their way to the tower of Orgon.

Combat:
The combat was designed for a cover-based shooting experience. It was really important to make sure that the level provided support for both: a stealth playthrough as well as an aggressive cover-to-cover shooting playthrough.

Traversal:
I included different types of traversal options for the player to make sure that they have interesting movement options while going from one place to another, be it during exploration, or combat.

BLOCKMESH
____________________________________________________________________________
Style:
After trying different styles in my previous blockmeshes, I decided to stick with the simple grey boxing and only highlight the important things using a different color. This made my blockmesh look clean, less noisy, and also communicated my ideas clearly.
Affordances:
I made sure that all the objects that the player can interact with or move through, stood out from the environment. This helped in establishing a visual language and sticking to it throughout the game.

Setting up the scene:
___________________________________________

Having a metric gym really helped me keep everything consistent throughout the level. I had all the cover objects, level props, architecture, and affordances in one place. I tried and tested different metrics for cover, jump, crouch, climb, etc. in this scene and arrived at what fits best for the level. Ultimately, I used these numbers throughout the level to ensure uniformity.
Beats:
I divided the level into different beats. This helped me to map the flow and pacing of the level.

Beat 1:
_______________
.png)

I introduced the final goal of the level to the player early on as a landmark. This gave the player an idea of what they were working toward. I also planned to show this landmark again further in the level, to remind the player and show them that they’re progressing. This communicated to the player that they were on the right path and moving closer to their goal.

Creating a composition
I used focal guides to draw the player’s attention toward their goal. These include framing, leading lines, the rule of thirds, and using a different shape and color to represent the focal point better.

Traversal in this beat:
I included different ways of traversing for the player to add variety in movement. It also helped in gating/vaulting the player.
The first rope jump ensures that the player cannot go back once they have committed to moving forward.

This area serves as a vista point: showing the area with upcoming combat. Providing the player a higher ground to give them a better view of what’s coming.

The path to the treasure attracts the player toward it and quickly redirects the player back to the combat area ahead.


Combat in this beat:
The combat area provides the player with 2 flank paths and an open center. The player can choose to sneak up behind the enemies and take them out one by one or shoot them while being behind cover.


The player identifies the affordances and figures out the way to move forward. Furthermore, the player collects a note on their way to the next area. This note will be useful later in the level.


Beat 2:
_______________
.png)

Due to the dark and tight spaces in the cave section, the player feels claustrophobic and lost. There is no obvious path for the player as the area feels like a maze. To guide the player, I use audio coming from the enemy stationed at the end of the cave. The player has to pay attention to the audio and move in the direction of it to get out of the cave.
