Level Walkthrough
Fig. 1 - Into Game's Course Certificate
Colonist Base is a third-person short prototype made in Unreal Engine during Peter Field's level design sprint in 2023. The main objective of the experience was to put into practice some of the level design core concepts introduced during the course in a structured, clear way ahead for development. At last, showcase the work to generate discussions and feedback with the rest of the class, aiming to simulate a game development studio environment.
From the beginning, a big emphasis in planning our project was made aware. Ideation, collecting references and starting sketching a rough 2D layout were some of the initial guidelines taught to set up our prototype for success.
The creation of this level was sparked by one of my favourite movies, Prometheus, which contains a lot of space exploration, environmental storytelling and bizarre, attention-grabbing outer-world architecture. The combination of these factors made the easy decision to go with a similar idea, enabling the use of dystopian cyberpunk themes and nightmarish landscapes.
Due to the restricted time scope of the prototype and lack of custom assets, I decided to settle for something more tame and easy to manage. The prototype portrays the sole survivor of a group on a terraforming expedition that comes across an ancient civilisation plotting to destroy Earth.
The level was broken down into three sections: an exploration/puzzle, a connecting area and a combat area.
Fig. 2 - Mood board and early level sketch
Production began with the construction of a level-design gym (fig. 3), a dedicated space whose only purpose was to get a good understanding of the player's mechanics. This environment was perfect for buffering what metrics were ideal for the type of game I was building to later tailor the prototype around them.
After I got a vision of what the metrics should look like, I began to delve deep into blocking the map. It was vital during this stage to place a start and end point early on, be mindful of the player's perspective and use primitive geometry to be messy and quickly communicate my ideas. During the blackout, I settled for a more "off-grid" approach, making the game space more organic, natural and varied. This method helped me to be quick and dirty about the intentions I wanted to project into the level composition.
From this point onwards, after being satisfied with the blockout, I decided to further refine through spatial communication/sculpting methods. This meant communicating my ideas more effectively through the use of game objects to help guide the player, making spaces more interesting to navigate through, and control.
Fig. 3 - Level Gym
As briefly explained previously, the player assumes the role of the last remaining member of a hired world colonist group. The level occurs after the sole survivor becomes alone, leaving past events open to interpretation and sparking discussions. The map is divided into two sections: a puzzle area and a combat area, connected by a central zone.
Fig. 4 - Player Starting Point
This section opens with the player having a clear line of sight to the weenie, the towers. Coupled with the composition of the adjacent geometry, the aim is to attract the player to the broken bridge area to make a classic case of bait and switch. Upon realising that that's the wrong way, a new alternative way leading to a landmark is revealed from a different perspective.
The central area's role is to teach players the basic controls. Leading up to it, the player must complete a simple parkour sequence to get to the inside of the landmark. When they get up there, there's a watching guard with its back facing the player for an easy takedown.
After that high-intensity moment, there's a quiet way directed by leading lines to the broken area of the dam with a vista to the next section. Afterwards, the player will find a vantage point to brainstorm a plan of how to approach the next area.
Fig. 5 - Connecting Central Area
Fig. 6 - Player Vantage point
The final area provides the player with multiple ways to traverse the gates. The open nature of the area allowed for making the space more believable and supplied the player with more combat options.
After going down in a one-way valve to prevent backtracking, the player will engage in a frenzy combat sequence to end the level with a bang.
This development journey was my very first experience with level design as a whole from start to finish. During the development, we were assigned huddles to find new people and share opinions/ideas about each other's projects, which was super pleasant and rewarding..
Peter later analysed all submissions, giving feedback on what could be improved. Colonist Base was well received, getting an appraisal on the setting and atmosphere with only a few bits and bops needing adjustment, like lighting issues inside the landmark area and section 3 needing some trimming to avoid confusion.