Level Planning
After discussions with Donny and the environment artists, it was decided I was to design the dungeon area/level for the game. I was informed today as well that this would be the primary focus for the demo so I have to be sure that it is looking as good as it can be in the time I have.
Before I began designing the level, I started to research into other dungeon crawler games such as Legend of Grimrock and Path of Exile which have similar environments within them. I was looking for inspiration on how the level flows out and how the environment layout is. I also took a lot of inspiration of what assets could be included in the level. Any asset ideas were later passed onto Josh who got straight to creating the assets.
After jotting down all my notes and gathering my ideas, I made a start at designing the Dungeon level. As seen above I, I took inspiration I learnt from other games and real life designs by going with some tight corridors which open up into wide open areas. The level shall be going through a feedback process over the next week before anything is finalised.
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| Initial Dungeon level floor plan |
Whitebox Level within the Unreal Engine 4
After I had finished the floor plan design, I went straight into the Unreal Engine 4 to create a whitebox level version. The purpose of this was to get a good look at the areas where game play will be taking place and to get the correct proportion sizes against the character. I began to include some assets which had been supplied by Josh, which were the prison gates and the prisoner beds. The screenshots below are the featured level viewed from different perspectives with the third screenshot showing off how close it was to the original plan. At this stage, they are are all shown off in unlit mode as we do not have a lighting rig set up yet.
Thanks for reading
D. Farrell
My Final Year Project blog - http://dazfyp.blogspot.co.uk/






