Level Design - Old Sketches


These are layout sketches of my game level that i am creating in Unreal Engine

The Temple Exterior:

Level Design - Temple Exterior
This Design is the starting location of the level and includes a small path leading to the Temple Entrance which eventually locks the player from exiting the temple through this entrance
The Design Above incorperates a forest environment surrounding an ancient abandoned temple which has a small path outside leading to the Entrance

There is not much to do out here besides explore the small forest and find a chest that has a power up which allows the player to run faster

The Temple Interior:

Level Design - Temple Interior

This design is the main part of the level and features three areas, A staircase leading up to a corridor that splits into two rooms, one locked and one open

After the player enters the Temple, the entrance will be blocked by collasping debris via a one way valve system which forces the player to explore the temple as there is no checkpoint until the one way valve is complete.The three areas included is the upstairs corridor leading into two rooms, A great hall where events would be held and a collasping room that turns into a platform based puzzle where the player must escape through it after collecting a key from the Great Hall.

The Platform Sequence:

Level Design - Temple Platform Room

This room is where the platform sequence will be used and is the only means of escape

This room is unlocked via a key that is found in the great hall and allows the player to escape the temple via a platform sequence. I have an idea to include a death barrier if the player falls off of the moving platforms which will respawn the player at the checkpoint by the first platform. As the player gets to the final platform they will go up stairs to a catwalk which then allows them to escape out of the temple, effectively finishing the level.


For this design i used a one way valve system which forces the player to only go one way after a previous path is blocked or destroyed. 

For my main focus of this level i wanted it to have a small room on the ground floor which would trap the player and then force them to climb via some crates placed by a gap in the floor above which would start the player on the main area being the stairs leading up to the corridor but i decied that letting the player fall into a trap instead of being automatically placed in one would be a better experience hence why i added an outside area to the building