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CRYPT OF THE SORCERER

FULL PLAYTHROUGH AT THE BOTTOM

SUMMARY

You embody a valiant Knight on a quest to secure a magical Staff and thwart the sinister forces determined to seize this potent artifact.

Your journey unfolds within a crypt, where you must fight your way to the Staff before it falls into the wrong hands.

ABOUT MY LEVEL

  • Team Size: Solo

  • Unreal Engine 5, Photoshop, Illustrator

INSPIRED BY

  • Elder Scrolls

  • Dark Souls

  • Elden Ring

REFERENCES

This level is set within the depths of an ancient subterranean Crypt.

By compiling references for a mood board and architectural guidance, I devised diverse Points of Interest (POI) rooms. These spaces serve as arenas for combat, traversal challenges, and puzzles.

TOP-DOWN MAP

Legend

Collectables

Enemies

Levers

Statue Puzzle

Player Start

GOALS

My aim with this project was to create a dungeon level, envisioned as a quest mission within a broader open-world RPG game, akin to the style of Elder Scrolls games and Elden Ring.

I envisioned the level to maintain a compact and predominantly linear structure, offering ample chances for players to deviate from the main path and uncover valuable loot.

The construction of the level utilized the Unreal Engine 5 Modeling Tools, incorporating a few low-poly assets to effectively convey the potential final state of each space.

DESIGN PHILOSOPHY

GUIDING THE PLAYER

Utilizing lighting, leading lines, repositioned blocks, heightened visual complexity, and deliberate enemy placement, I was able to guide players through the level.

 

This approach allowed for the creation of spaces that were not only visually enticing but also optimized for fluid movement.

PuzzleRoom.jpg

COMPOSITION

When designing this and any level, I prioritized composition as a key element. I intended to impart each space with a distinctive atmosphere and spatial arrangement that grabs the player's attention without revealing too much information.

SkullRoom.jpg
Cave1.jpg

DESCENT INTO THE UNKNOWN

My goal was to evoke the feeling that the player is descending into the unknown as they progress through the level.

 

To heighten this experience, I deliberately disrupted sightlines during the descent, instilling a sense of mystery, suspense, and anticipation.

 

Winding pathways and extended staircases, featuring multiple landings, were strategically employed to amplify this emotion.

Hallway.jpg

ORGANIC/INORGANIC

My goal was to incorporate both human-made and organic structural elements.

This was done to add more contrast and variation between different parts of the level.

 

Additionally, I experimented with varying the sizes of each area to emphasize the contrast when transitioning from cramped crawl spaces to expansive,

wide-open areas.

CurvedHall.jpg

REWARDING EXPLORATION

In designing this level, I aimed to incorporate concealed, "secret" areas. My goal was to instill in the player a feeling of exploration and consistently reward the player for deviating from the critical path. These loot chests would contain valuable loot, like health potions or materials to craft or upgrade abilities.

SCRIPTING

I developed the character controller, Enemy AI, and the mechanics for puzzles and levers. My strategy involved consistently introducing elements for player interaction, be it through solving puzzles, engaging in combat, or leveraging the character's movement capabilities. This approach aimed to keep the gameplay dynamic and engaging by presenting constant challenges in the environment.

COMBAT

Utilizing behavior trees, I designed two enemy variations. My goal was to introduce a conventional melee sword combatant alongside a mage possessing teleportation abilities. I wanted to have a close and medium/far-range combatant to inject variety into the overall combat encounters.

COVER

I structured my environments to include strategic cover spots, enabling players to assess encounters discreetly before being noticed and fully committing to engaging with the enemy.

POST-MORTEM

I felt like this project was over-scope for the amount of time I had, but I pushed through and delivered a playable environment within the limited timeframe. I'm pleased that I managed to construct a fully functional level in such a short period.

My greatest source of pride lies in my composition work, capturing the crypt's ruinous essence.

I feel like I was able to create an engaging space that is interesting to explore. While my initial plan included more interconnected and optional areas, I ended up prioritizing the main critical path.

The combat aspects could undoubtedly benefit from additional refinement, particularly concerning hit reactions and player feedback. Additionally, I had envisioned a climactic final boss room to conclude the experience before obtaining the staff.

FULL PLAYTHROUGH

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