The Selfish Giant
The level takes place in post-apocalyptic Manchester. Large sandstorms have swept across Europe. The goal is to get into the base that controls the water supply.
To make memorable environments with distinct focal points.
To guide the player through an adventurous path into the base.
Developed in 4 weeks part-time
First Person Shooter
Unreal Engine 4
Using assets from Unreal Marketplace
Special made shooting target by Fredrik Appelholm
Images from the level "The Selfish Giant".
In pre-production I searched for inspirational images for the setting.
I was looking for pictures with the same mood as the feature film Mad Max: Fury Road.
I began to draw overviews on paper, where I explored the layout of the level and player flow.
In an early stage of the rough blockout, the level had the size of a backyard and the player path was only inside that enclosed area.
Then I reworked my thoughts and I realized it would be more interesting to work and explore the player path into the tower. So I decided to expand the area.
Focus Areas & Iteration
I want to establish a sense of the place and setting for the level. I designed the composition to be a wow-moment when the player reaches the top of the sandhill and the towers rise up in the horizon.
Early on I implemented the drained canal to the level to lead the player. Later on, I decided to also let the player explore the canal by having the player jump down into it and find a new path through a broken pipe.
I designed this area for possible combat.
I wanted the player's focus directed towards the tower. To intentionally attract attention to the windmill, I used the wires, suspension bridge and the road.
From the tower I designed the composition so that the player gets a good glimpse of the previous path and a good overview of the area.
The pipes are always present in the level.
I decided to work with them to lead the player and to induce a sense of repetition.
I appreciate the process of iterating with geometric shapes. To challenge myself I chose to start building the level directly with assets. That was a new method I wanted to try. It's has been challenging to be patient and not focus too much on the details, in an early stage.
When I decided to expand the area my focus was to design memorable areas. To reach it I divided the level into three zones; "the sand area outside the gate", "inside the gated area" and "up on the roofs and towards the tower".
1 min iteration video.
I believe my decision to mix different assets packs enhances the experience and that I managed to capture memorable areas.
I have learned when my design choices work and when they don't. It makes me stronger as a level designer to give myself time to redesign. To zoom out and get a holistic view.