

Game Project 3
Ok'Rhams Creation
Level Design,
Level Tech

Unreal Engine
Team of 18
7 Weeks
FPS, Puzzle, Combat
Project Brief
Ok'Rhams Creation is an action/puzzle game set in a cathedral, focusing on emergent gameplay and strategic combat. Using a variety of abilities and traps, players will solve puzzles and fight enemies.
As one of the level designers I worked with creating puzzles and combat encounters, while making them believable spaces for the cathedral setting and implementing related level functionality.
Level Design
Process
The level design process started with ideation, which was done through sketching on paper, trying ideas in engine and researching spaces in real life cathedrals. This was done in collaboration between me and the other level designer, we planned together to make sure to do different spaces with different gameplay ideas.
Level Sketches


We had several playtest sessions throughout the project to guide us through our iterations; for example one recurring issue we worked on with the level design. In our testing most players missed the level's traps, one of the options they have in combat. In my levels, I had planned the steps for how the player would activate them but that route often went unnoticed. With this insight, I worked on streamlining the process of finding and using the traps in the levels.
Metrics
Early on, the level designers worked with artists to establish metrics for the level to follow. Me and the other level designer made quick blockouts of levels to get an idea of what would be a good fit, then putting together mock up wall assets in editor for further testing. Using this information we were able to determine the level's metrics and ensure a smooth process for the artists implementing assets and visuals.
Cathedral Main Hall
In the center of the level is the cathedral's main hall, it acts as a set piece and connects multiple rooms with each other. The level loops back to this room a few times throughout the game, the player has unlocked new abilites each time giving them access to new areas.

The Dining Hall
The Dining Hall was a room I designed with a few goals in mind: To have it be a room that served multiple purposes as it features both combat and puzzles, use the game's mechanics in a more advanced way to be a late-game challenge and to it be a believable dining hall for the cathedral.

Dining Theme
I used tables and benches to create cover and platforms, these can be used to the player's advantage in combat and also serves to hide the puzzle elements.
Two Paths
The player can take two paths from the starting area to reach the other side, one with less cover than the other. On that side the player can activate a trap, dropping down the room's chandeliers which explode on impact.


Interacting with the chandelier winch causes the chandeliers to fall and explode on impact, which the player can use to their advantage when fighting the enemies in the room

Painting Puzzle
At the end of the room is a skull on a pedestal, the player can pick up the skull. The opposing wall has four windows; with the skull on it, the pedestal opens a window. There are more pedestals to find in the room.
Behind the window shutters are paintings with different designs. There is a locked door and four paintings across the room, rotating their frame will change the painting. The player must match the paintings with the ones visible through the windows to unlock the door.

Fire Sanctum
The Fire Sanctum is one of the first rooms in the game, it gives the player a new fireball ability and introduces it; it can be used to hit enemies and light torches. To progress, the player must use the fireball to light the unlit torch next to the locked door to open it.

Fire Trial
Fire Trial is the first combat encounter, after the player gains the fireball ability. It features both combat and a puzzle.


Chandelier Trap
The room only features two simple melee enemies. It also introduces chandelier traps, when entering the room the chandelier winch is visible. Interacting with it drops the chandelier from the roof, it is placed in the middle to have its effective range be where the enemies start of.
Torch Puzzle
To progress the player must solve a puzzle. There are multiple unlit torches, with signs above them. The player must light them in the correct order. Above the locked door are matching signs, written in a sequence that indicates the correct order.

Technical Level Design
Besides level design I worked with some level functionality; like traps and puzzle features.
Puzzle Mechanics

Wall Signs
Lights up along with an assigned torch. Used to indicate the correct order required in puzzles.

Doors and Windows
Open/close when condition is met, windows spawn a particle system when opened to have sunlight shine through.
Traps

Chandelier Trap
Explodes when colliding with objects after falling.

Bell (Unused)
Damages enemies/players on collision when traveling above a certain speed.
Reflection
I think the game turned out great though there is certainly room for improvement.
The main aspect for the level design that we could have improved was the navigation in the cathedral's main hall. It is a big room with multiple paths accessible out of it, the level loops back to this room a few times throughout the game. The problem we found was that it does not properly lead the player to the next room after looping them back to it, which was a result of the layout of the cathedral changing throughout development with playtests and level reiteration. If we had finalized the layout earlier and adjusted the rooms appropriately I believe we could have avoided this issue.
With that said, working on this project was great. Being our first group project in Unreal Engine and my first time creating levels for a realistic environment made this a big learning experience for me.








