Hogwarts Legacy - Main Quest - "The Room of Requirement"

Overview

The goal was to take the player through a narrative-driven experience, including teaching new spells and creating puzzles to give some exciting magical content.

I worked closely with a level artist to figure out the theme, setting, design intent and overall scope for the level. 

I was tasked to design a layout that told a story along the way when progressing through the room whilst introducing simple logic puzzles that involved magic gained at this stage in the game.

I worked through this level from start to final game ship. 

See below for more detailed information


Platforms:

PS5/PS4, XBOXOneX/One, PC, Nintendo Switch

Tools Used:

Unreal 4 Editor & Custom Tools, Maya

Duration:

4 years

Team Size:

75+

Role :

Level Designer


Gameplay video

Here is a full playthrough of the level.

The video contains all level scripting and level design I was responsible for.


Running time: 7 Minutes, 18 seconds


Detailed Info

Level Design & Building

  • Adjust level geometry to improve player movement flow.

  • Created documentation for an overall level overview detailing - 2d map with detailed walkthrough flow, puzzle designs, research goals and reference images.

  • Pacing and designing story moments, “snape in the box”, and “armour sequence.”

  • Ledge traversal collision setup.

  • White boxing whole level, using basic primitive in unreal

  • Designing two logic puzzle areas involving a magical crate.

  • Level placement of loot bags, needing accio in various areas in the level, testing players’ exploration skills.


Scripting

  • Hooked up and designed some custom animations throughout the level, using visual scripting (snape in the box, floating lanterns, billywig hive at the end of the level and more ).

  • Destruction physics/simulations.

  • Utilise redirection techniques that guide the player to the proper direction through the level.

  • Custom-scripted for all puzzle iterations throughout the level.



Hogwarts Legacy - Main Quest - “The Elf, the Nab-Sack, and The Loom”

Overview

The goal was to teach how to rescue magical beasts and bring them back to the sanctuary to nurture them. We did this over three magical beast dens. Laying a nice pace between them, ensuring they acted as landmarks when navigating to the next one. To break up the pacing of the mission, I placed an enemy poacher camp nearby; however, this had to be placed carefully for narrative reasons. 

This mission was the first story mission I was involved in, which featured within the open-world section of the game. I worked closely with a level artist and mission designer to figure out the theme, setting, design intent and overall scope for the level. 

I was tasked with designing a layout, sculpting the beast den areas, including the beast placements, using the terrain editor, and setting up enemies with visual scripting.

I worked through this level from start to final game ship. 

See below for more detailed information


Gameplay video

Here is a full playthrough of the level.

The video contains all level scripting and level design I was responsible for.


Running time: 8 Minutes, 09 seconds


Detailed Info

Level Design & Building

  • Adjust level geometry to improve player movement flow.

  • Created documentation for an overall level overview detailing - 2d map with detailed walkthrough flow, puzzle designs, research goals and reference images.

  • Ledge traversal collision setup.

  • Using set-driven metrics, white box areas for magical beast dens and enemy camp areas were created. Used 3d primitives within unreal

  • Sculpted mission route using Unreal’s terrain tools

  • Level placement of loot, forages

Scripting

  • Enemy camp area, enemy spawning via triggers and visual scripting, placement.

  • Magical beasts placement and behaviours, via triggers and behaviour selection tree setup.

Combat

  • Refine and balance combat encounter area.

  • Place cover, cover nodes, AI paths, triggers, etc.

  • Ensure proper encounter pacing to match the player's difficulty at this stage in the game.


Hogwarts Legacy - Main Quest - “The High Keep”

Overview

The goal is to help Natsai find some crucial information about Rookwood by infiltrating a castle, saving a magical beast, reaching the top, and escaping.  

I worked closely with a level artist to figure out the theme, setting, design intent and overall scope for the level. 

I was tasked with designing the overview level 3d layout with progressive magical puzzles, enemy gameplay, introducing a new enemy type with its sequence setup, loot placements, and optional side route gameplay. 

I worked through this level from start to final game ship. 

See below for more detailed information


Gameplay video

Here is a full playthrough of the level.

The video contains all level scripting and level design I was responsible for.


Running time: 10 Minutes, 54 seconds


Detailed info

Level Design & Building

  • Adjust level geometry to improve player movement flow.

  • Created documentation for an overall level overview detailing - 2d map with detailed walkthrough flow, puzzle designs, enemy encounter designs, research goals and reference images.

  • Level pacing and puzzle areas, depulso spinner gate, portcullis, and accio box puzzle areas.

  • White boxing whole level, using unreal 3d primitives.

  • Ledge traversal collision setup.

  • Enemy placement/positioning setup.

  • Terrain sculpting for exterior gameplay sections, underground sewers and main path, using unreal terrain sculpting tools

  • Level placement of loot bags/chests.

  • Magical beast placement.

  • Outside courtyard area, a returnable section after the mission is completed.

Scripting

  • Gameplay events, first depulso gate, portcullis, and puzzle box sequences via unreal visual scripting.

  • First enemy gameplay area, spawning setup and behaviour.

  • Second enemy encounter area, camera intro sequence.

  • Camera setup for landmark focus points.

  • Enemy outside courtyard spawning an behaviour.

Combat

  • Refine and balance combat encounter areas

  • Place cover, cover nodes, AI paths, triggers, etc.


Hogwarts Legacy - Side Quest - "The Plight of the House-Elf"

Overview

The goal is to find some Tobbs, your house’ elves old master. You can have sent to this cave to uncover his location and discover some other secrets within the cave.

I worked closely with a level artist to figure out the theme, setting, design intent and overall scope for the level. 

I was tasked with designing the overview level 3d layout, storytelling moments, enemy/boss room encounter gameplay, loot placements, and side route gameplay. 

I worked through this level from start to final game ship. 

See below for more detailed information


Gameplay video

Here is a full playthrough of the level.

The video contains all level scripting and level design I was responsible for.


Running time: 12 Minutes, 51 seconds


Detailed info

Level Design & Building

  • Adjust level geometry to improve player movement flow.

  • Created documentation for an overall level overview detailing - 2d map with detailed walkthrough flow, enemy encounters designs, research goals and reference images.

  • Pacing and designing story moments, “spiders on splines”, and “boss spider room.”

  • White boxing whole level, using 3d primitives in unreal.

  • Ledge traversal collision setup.

  • Enemy spider encounters layout areas.

  • Optional side loot pathing areas.

Scripting

  • Enemy spiders set up via splines.

  • Enemy spiders encounter rooms, spawning and behaviour via unreal scripting.

  • Destruction physics/simulations.

Combat

  • Refine and balance combat encounter areas.

  • Place cover, cover nodes, AI paths, triggers, etc.

  • Ensure proper encounter pacing to match the player's difficulty at this stage in the game.


Hogwarts Legacy - Side Quest - "Phoenix Rising"


Overview

The goal is to infiltrate a cave on the known location of the rare magical creature, the phoenix. Capture it and return it to the sanctuary.

I worked closely with a level artist to figure out the theme, setting, design intent and overall scope for the level. Originally this design started as a generic level with no real story. I designed this level originally as an abandoned goblin mine, which spiders had taken over. Through development, because this gained some good traction from the leading studio Avalanche, they decided to pick this layout for an official side mission for the game.

I was tasked with designing the overview level 3d layout, storytelling moments, enemy room encounter gameplay, loot placements, and side route gameplay.  

I worked through this level from start to final game ship. 

See below for more detailed information


Gameplay video

Here is a full playthrough of the level.

The video contains all level scripting and level design I was responsible for.


Running time: 13 Minutes, 19 seconds


Detailed info

Level Design & Building

  • Adjust level geometry to improve player movement flow.

  • Created documentation for an overall level overview detailing - 2d map with detailed walkthrough flow, puzzle designs, enemy encounter designs, research goals and reference images.

  • Pacing and designing story moments, “phoenix in sight sections”, “abandoned mine cart area”, “side spider cave section”

  • White boxing whole level, using 3d primitives in unreal

  • Ledge traversal collision setup.

  • Enemy placement/positioning setup.

Combat

  • Refine and balance combat encounter area.

  • Place cover, cover nodes, AI paths, triggers, splines etc.

  • Ensure proper encounter pacing to match the player's difficulty at this stage in the game.

Scripting

  • All enemies encounter setups and spawning behaviours.

  • Camera loot at landmark location moments.

  • Destruction physics/simulations.