Level Design Blockout in UE5


Due 20/12/24

Development + Reflection

I've began my blockout using the modelling mode in UE5. The breakable blocks are already made to be placed, however I've been changing around the time limit of the power-up to ensure there isn't too much freedom in this section. (I also experimented with jump-pads, but they weren't in the drawing and didn't make it in.) I've been using the cube grid tool to pull the geometry of the level.

I've let myself make some choices later in the process based on playtesting. This includes extra geometry, as Peter Field's video points out how not seeing everything actually encourages exploration.

Here I've blocked off what was originally an alternate path, as it was too easy to spot. In the drawn blockout this is part of the main path, but by now i've discovered a few innovations that I should make. 


For the enemy/hazard I have used this asset with a ray that takes away the player's power-up when collided with. There is one before the twist section, this is to at least offer an introduction to the obstacle before putting them in the forefront.



You can also see how i've altered the approach of the gem area. This will now be a secret that you can get to after exiting the room. I did this to be a less linear discovery, yet the wall being viewable from the inside serves as intrigue that might trigger the player to look for a way in slightly later on. You can only get this before exiting the ledge, as there is a one way valve - so there is small replay value if you miss it.

Here I've began the twist area which has the hazard return, however I used an animation sequence to have it rotate, which requires the player to stay more on their feet and changes the stakes as you now have a way of easily losing your power. 

I still kept the ground underneath with a way to get back up - this is because of a tip from the Peter Field video which pointed out how it's better to keep the player in the flow of the game as long as possible rather than respawning them.

There's also the floating breakable block which is there to introduce using them as a platform.  The hope is to set it up in a way where the player has to have the power so they learn how to get past the area coming up - my main hurdle at this stage was keeping the player with the power-up when they land on the platform, as it was crucial to communicate this mechanic. Unfortunately, my placement of the hazard here took some rethinking.

My solution was creating a trail of coins that includes the power-up in-between.  Not only does this show what happens when you jump on the platforms, but it gives the block a double function as you can use it as a normal platform on the way back from collecting the coins. This additionally changed the platforms from avoidable to actual parts of the level's path.

This has evolved into a small room as i've had to add a new wall to break with the power-up. (above)


After that wall is the moving platform into the exit as planned.


After building that exit, i was able to see it from the beginning which is what I wanted possible.


Because of various problems with my breakable block blueprint, I had to rethink the final section. Thankfully I thought of the solution of having the end goal requiring the power, with a hazard as the last obstacle - this would still incorporate the introduced mechanics - the only thing to note about this decision is that it leaves the floating crate as a one off - however it still serves a purpose in the level as a way to get the power.

On a side note, I discovered an unintentional shortcut possible via the moving platform. I decided to leave this as it is for replay value. This was also the case in certain other areas as you I didn't design the timing with the sprinting in mind, however this only left room for faster routes for those speedrunning the level - so no complaints.


I added a second hazard so the final step  at least takes a retry from the player. 

Despite parts of the vision being altered because of the overestimation of my Unreal knowledge, the outcome of this change in conclusion is that checkpoints are no longer required in the level, making it one continuous challenge. All in all i'm happy with this turn of events, especially as the hazard isn't used as much as planned in the twist section.



After noticing the difficulty I opened this wall by an extra 2 blocks so the path is clearer.



With that, my level is finished!

While it is short, i'm happy with how I utilised a simple mechanic into this level.  In the future of course it would take a higher level of innovation, and perhaps a closer implementation into the platforming side of things, however I kept a cohesive gameplay theme throughout and would say I managed to build a level 'vocabulary' through the ideas I introduced. (This is also mentioned in Peter Field's video.)

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