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

  1. How to use the “Lock & Key” level design methodology

  2. What is an architectural pass

  3. How to communicate and work alongside an artist to create levels effectively

Things to do Better

  1. Plan more in advance the general flow of the level

  2. Playtest the level more to find new exiting side roads

  3. 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.

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