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Quest For Valor.png

As this project being my main level design assignment at VFS, i had to produce two levels for an in-house game called Quest for Valor. One level would need to be an outdoor scene and the other would need to be an indoor dungeon. I had two months from beginning to finish, including pre-production, with layout plans, mission design and beat charts, to set dressing the scenes.

 

LEVEL DESIGN PHILOSOPHY

I wanted the level to be linear with multiple optional paths, allowing the player to explore and find collectables. I also wanted it to have connected paths, forming backtracking. Both the outside map and the dungeon include paths that are locked in the 1st moment, but as you progress through the game, those areas get unlocked, opening new paths for the player.

Dungeon layout plan

Outside world layout plan

STORYLINE AND GAPS

I was also preoccupied on creating an interesting story flow, full of gaps, surprising the player. To tell the narrative, I used environmental storytelling, having objects that would guide the player to what he was about to face.

 

The game begins in a city and after the 1st quest is completed, the city is attacked. Before the player arrives in the city, he can see dead villagers on the ground, with both swords and arrows on their backs, showing that the player is about to face melee and ranged enemies and the city is under siege.

Quest for Valor story Gap

TECHNICAL ASPECTS

The game was all made inside Unreal Engine 4 and i had to script every custom event beside the basic characters behaviours. I used the blueprint nodes and scripted missions, puzzles, enemy spawns, traps, level ingredients and the boss behaviour.

Outside world blueprint

Dungeon blueprint

Detailed blueprint

CONCLUSION

This project was an amazing Unreal Engine 4 experience and I can`t wait to work with this engine or similar ones in a near future.

DOCUMENTATION

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