Game Designer
Open World Level Design(Part 1)- Full Walkthrough
UE5
Level & Mission & Encounter Designer
Rui Huang
Producer / Combat & Enemy Designer/Programmer
Allen Li
3D Modeling / Environment Artist
Zhenshuo Zhang
UI / 2D Artist
World Setting for the game:
​An ancient Chinese inspired ghost fantasy. Linear based on one main storyline.
Break Down for the open world design:
​​
1. I designed our mini-game to have four parts in total by story: section1, section2, section3, Final Boss.
2. I have designed the basic terrain layout of the open world and, based on my understanding of the story, sculpted diverse landscapes using UE’s Landscape brushes.
These include swamps, rivers, mountains, and hills, creating a varied and immersive environment. This approach enhances player engagement by offering unique scenery and terrain-based puzzles in each level, ensuring sustained interest throughout the game.
3. Next, I divided the map into four main exploration zones and began identifying potential hidden level locations, such as areas behind mountains or other hard-to-notice spots. Additionally, I considered multiple exploration routes to enhance player freedom, including pathways that facilitate travel between different regions or one-way traversal mechanisms similar to the concept of valve. Notably, after defeating a boss, players can unlock new connections between different areas, ensuring a seamless and rewarding progression.




4. I start to craft tutorial section.
​
The path from PlayerStart to the tutorial house is intuitive. Player will follow the lighted house at night as the only light source.
After Entering the house, player will encounter their first save point. After save, the enemies will rush inside to teach player basic combat gamplays. After clearing the enemies within the area, player can get a viewsight on the overall world and unlock weapon crafting.




5. Section 1 - Cliff.
After Exiting Tutorial House, Player will follow path and go to cliff if they want. The cliff is an award for curious players, but it is also chanllaging.
Player will learn ranged enemies there, whom hide behind trees and blocks.

Awards for cliff:
Player is able to check the obstacles and hidden room in the other building beforehead!

Intuitive Design for cliff:
Instead of directly blocking the path (1st version), creating a dangerous zone will be more intuitive for players to not jump over gap.

6. Section 2 - Main Puzzle Room Walkthrough
The puzzle room has four floors with a relatively flexible routine.

First, player will first be attacked by the enemies on the staircase and drew up to the staircase.
On the staircase, player will get a sight of the overall place and planning their routines.

If player decide to save first, they will fight the first enemies and they will discover the ground floor room.
The enemies will draw you close the breakable door to discover hidden room. One collectible outside and one inside.


Player goes on the second floor. They will travel around the hallway to acquire the collectible and facing a lot of enemies from different angles, which require player to master their skills in an extend.
There is also an "official" tutorial that teaches player to notice breakable doors. The enemies will move towards that door to lure players to hit on the wall. And this door will be super obvious and distinguished from art.


Player goes on the third floor by passing a narrow hall way, creating oppressive vibe and climb from there to the top floor.
After climbing up, player will be attacked immediately by ranged enemies that who previously saw on the cliff.
However, in order to get collectibles, player has to defeat the enemy.
​
Lower floor collectible will have a trap door that sends players down to the tunnel and drop some of player HP.

Player turns to the other side. Follow the path and they can jump on the exit roof support. If they fail on jump, they has to try again.
However, if the player look outside the window, they will discover a hidden area outside the house.


7. Section 3 - Side Puzzle Room Walkthrough
After exiting the main puzzle room, players can save file and across a bridge to enter the second room.
The exit is designed high & it is intuitive to guide and motivate player.
Player will notice the building has a side door that is blocked by a high level enemy that is unbeatable. However, we got a routine that will be introduced later.

Once player is inside the building, a elevator is in the center. On the way up, player will discover a collectible in the other side of the room that can't directly across.
The only way to get to the hidden room is to jump from the balcony of the 2nd floor. After that, stealth inside the room.
​


After clearing the area, take the elevator to the top tower of the building, where player will see the whole view of the world & get a peak on the Final Boss 1.
Player will see the outline of Boss through a distance and hear the noise that Boss made to stay alert.


There will be a shop at the save point. Once saved, player can jump out of the tower on a swamp that caused no harm -- Just to give some variety of movements that player can enjoy and stay exciting.
Then, player will follow the water stream and reach to the bottom of the hill. Player now will face the final boss.

7. Play through video