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A Bouquet for Grandma

What Engine?

This project was made using Unreal Engine for Fortnite

A Basic Summary

This is the second level of a three-level project that I made in UEFN. The player, playing as Little Red Riding Hood, has to navigate a forest to find 10 lovely flowers for her grandma.

This project gave me some really exciting ideas for hub world design!

Solo or Team?

I was the sole developer on this project

Length of Project?

This project was made over the course of three weeks

Lessons I Learned

Documentation, Flow Mapping, Engagement graphing, Encounter planning, following a spec.

Sole Level Designer?

With me being the sole developer, I was also the sole level designer

Highlights and Constraints

Highlight

Discussing with my professor about a change to the level that maintains the narrative, system, and spatial needs from the spec. I got to create something both fulfilling and unique!

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Constraint

Due to the changes I spoke about, I had to create a level that still met the same requirements. This put me at a disadvantage compared to just using the given spec.

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Design of the Previous Level

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Designing Off a Spec

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Mapping

Part of my requirements was to make a comprehensive LDD based on the spec that I was given, including top-downs, encounters, and flow mapping.

Planning

Additionally, I had to plan every encounter and the way that the player would move through it. This made sure that all my decisions were planned and thoughtful

What I wanted players to do

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Explore!

I created a level with 3 paths branching off a hub area because I thought it would make the player truly feel like they were getting lost in the woods, but with safety present.

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Rest!

Every time the player is brought back to the hub area is a moment for the player to feel safe and to recover. This makes every path the player goes down feel like a "chapter".

First Prototype

Creation

With my top-downs and my encounters all planned out, I got to work making something playable, doing my best to make sure the player knew which pathway to go down.

Some Issues

After playtesting, I saw that players did not understand where to go at all, nor did they feel like they were in a forest. They felt like it was more of a mountain.

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Testing and Fixes that I Made

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Setdressing

Firstly, I did a lot of set dressing to make sure that the background of the level was as alive as possible, even using a few gigantic trees and even a castle tower to really immerse.

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Fencing

To make sure the players weren't going where they shouldn't be, I only had one path open. I opened the other paths using the UEFN cutscene maker.

Final Product and Conclusion

Conclusion

This project was a really cool opportunity to understand what working in the industry as a level designer really is.

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Working with a spec was an experience that I'd like to take with me as I get hired and work in the game industry, especially if I get to have a little creative leeway in how I follow said spec.

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I'm excited to see the way this shapes my process and makes me a better level designer as time goes on.

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