Level Design Blog Week 6 - Operation Cairo
- devlin-j41
- Nov 6, 2022
- 2 min read
During week 1 of my level design class, I began to block out my level idea. Using an existing UE5 file that was provided by the university, I imported an image so that I could use the "modelling" tools to create a block out over the top of it, the tool that I mainly used was the "cube grid" tool which allowed me to very easily add in cubes to get a general shape of the map. As well as this I am using assets that have been brought in from a separate project called "ALS".

It took some time getting used to using the modelling tools, as I had never used them before, so I would have to go back and remake a lot of my block outs due to accidentally deleting them for not pressing the "complete" button. Another struggle was trying my best to keep everything to the correct scale, going off my pre-production, I needed the walls of the ruins to be high enough that the player character would not be able to jump over them, without using a "moveable object". The idea is that the player would have to use the "moveable object" over to a wall, climb on top of the object and then climb up the wall. Similar to games such as Uncharted 4.

Above is an image of the first block-out that I have for my level, I am using trees around a body of water to give a sense of life to the level, while also adding in a bridge so that the player can find it easy to get over the top of the water. To bulk out the area I have used abandoned cars. Behind the trees is an area that is acting as "ruins", the player will have the opportunity to climb to the top of these, jump down and then travel through a small cave/tunnel, this will be used as a "funnel and reveal". For next week, I plan on expanding and improving upon the current level block out, adding in the pyramid itself, making the area bigger.
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