a 1st-person shooter-adventure

Role: Level Designer

Building levels and combat encounters set in a grand library overrun by monsters.

Resource scarcity and overwhelming enemies drive the player into desperate situations where they have to use their environment in smart ways to survive.

Team: 27

10 months

UE 5

Project Role:

Level Designer

  • Research and Level Concept

  • Whitebox in UE5

  • Combat encounter setups

  • Scripting Level Design Ingredients

  • Cross-disciplinary collaboration

  • Using procedural and modular level tools

  • Testing and iteration

About Dreadtome


Corrupted Library

Monsters

Push Ability

Enter a corrupt and hostile library with the task of extracting forbidden knowledge from its tomes. Triumph over the entities that linger within, as well as the battles within your own mind, in this Action-Adventure first person shooter.

Demo Trailer

Reception


9000+

200+

All time Players

1200+

Reviews (93% positive)

Wishlists


Workflow breakdown


Concepting different gameplay beats and level layouts on pen and paper, based on inspiration from game research.

Using design sketches to communicate ideas to teammates and collaborate.

Concept

Layout sketch

Library Research


Seting up a gym level to measure the player metrics and prototype LD ingerdients, room layouts and combat encounter setups.

Gym Level

Arena Layouts

Ingredients Gym


Blocking out level progression using circular level design, focusing on pacing, objective setups, leashing and combat-focused playspaces.

Blockout

Initial blockouts



Collaborating with environment artists to deliver polished, atmospheric environments with proper visual communication in level design.

Using procedural and modular level tools.

Setdressing

Using procedural tools

Section setdressed by me

Project Work

Combat Encounters


  • Built various combat arenas in the gym level and combined them into level blockouts

  • Staged scripted wave sequences to achieve a desperate, overwhelmed experience

  • Built spaces that facilitate environmental manipulation with the use of the push ability and level mechanics

Pit Ambush Encounter progress


Environmental Kill Setups


  • Concepted and collaborated on level design ingredients used for strategic combat

  • Experimented with combat beats and arenas containing different environmental kill setups

  • Combined successful combat beats into full levels

  • Onboarded environmental mechanics to players with planned pacing

Barrel Push setup encounter

Early experiments

Environmental Kill Options


Utilizing this strategic level element allows the player to take out multiple enemies without wasting ammo. The placement of barrels is aimed to facilitate crowd control, strategic movement and environmental awareness.

Explosive Barrels

The setting of the library being in a bottomless cave was consciously chosen to give the player opportunities to use their Push ability to send enemies into the abyss.

Ledges

To give more opportunities for the player to use their Push ability against enemies Kill Walls are placed in strategic positions. The player must use crowd control to lead enemies to positions where they can be pushed.

Kill Walls



Level Blockouts


  • Created blockouts in the Concepting phase to explore the potential architectural and visual direction of the level.

  • Built gameplay blockouts focusing on achieving the player experience (desperate and vulnerable) and facilitating the player abilities and game systems

  • Created documentation to communicate design intent to the dev team

Visual concepts

Vertical Slice level One-Pager

Gameplay blockouts


Vertical Slice Combat Arena breakdown

Ld Ingredients


  • Prototyped and scripted Level Design ingredients to create unique gameplay moments

  • Built level beats centered around these ingredients (see King of the Hill below)

King of the Hill Capture Point prototype

LD Ingredient gym


Using Procedural and Modular tools


  • Used procedural assets created by artists to create custom level pieces

  • Built levels using modular architecture kits created by artists

  • Communicating with the art team on iterations to these assets to fulfill the gameplay function better

Stairs powered by Houdini engine

Entrance room architecture


Areas setdressed by me

Project reflection

Spending a year developing a 30-minute game experience in a team of over 20 people has been a great learning experience in professional game development. Throughout the year I massively improved in my collaboration and communication skills as well as my level design, having made a lot of content for the game. It has been an especially good experience working together with another level designer, sharing our different approaches and learning from each others’ strenghts. For me that was mainly learning to focus on modularity even more when building blockouts.

It was a joy to develop a game whose setting is very close to my heart and see the players’ reception being very positive. It feels good to think that we have created an exciting, fun and immersive experience for thousands of people out there.

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