The Forsaken Cave
Genre
Adventure
Development Role
Level Design
Development Time
2 Weeks
Team Size
2
Tools
Unreal Engine 4
Game Concept
Exploration game about finding the tools to escape from a cave
Design Objectives
The main objective while making this game was to create a level that was interesting to explore while having simple mechanics. We focused on making each section accomplish a goal and connect well with the rest of the level.
To achieve this I maintained constant communication with the 3D artist. Also, we had to plan each section in advance and iterate multiple times on the sections individually and in the game as a whole.
Game Pillars
Exploration
Light and
Dark
Platforming
My Contributions
Level Design
Planned the level layout
Implemented the Blockout
Modified the final level geometry placement
Modified the lighting to better guide the playe
Level Design Principles
Setting the objective from the beginning
Introducing platforming little by little
Introducing dangers in a safe way
Foreshadowing
secret paths
Platforming puzzles
Rewarding exploration
Implementing a
“Lock & Key”
In the initial tunel the player sees highlighted and in frame the exit point
The first platforming challenge presents the only safe jump to the player, the second is a dangerous jump, the third is a larger jump, followed by two consecutive jumps
The first time the player sees the spikes is on a bridge, which while safe feels dangerous by being narrow
When the player arrives at the exit path, they find it blocked by a boulder. To open this path they need to find the bombs that can destroy the boulders
On the way to the bombs the player will find an alternative path blocked by a boulder
Before reaching the bombs the player will face a platforming challenge as a final test of what they have learned
Player exploration is rewarded by showing a unique view of the whole level
Lessons Learned
How to use the “Lock & Key” level design methodology
What is an architectural pass
How to communicate and work alongside an artist to create levels effectively
Things to do Better
Plan more in advance the general flow of the level
Playtest the level more to find new exiting side roads
Be more open to discoveries made while implementing the level If a source of fun you haven’t planned for appears is worth exploring it.