Dystopian London level - "Troubling Thames"

Overview

When I made this level, I wanted to create a cover-based shooter level set in dystopian London. I aimed to create a space showcasing combat design, enemy/cover placement, and scalability. The main level objective is for players to start at a hub area, which leads to an enemy outpost. Once found, you are tasked with searching the area for communication tech, obtaining it, and removing the remaining enemy force.

Short process overview
This was an exciting level to design. After figuring out where to settle this, I chose the iconic HMS Belfast on the Thames as the player hub area, surrounded by London Tower Bridge and ending near the Tower of London. From the start, players will have a good idea of where they are, leading to the main objective. Composition framing was necessary here. I needed to want to build to a more real-world scale by researching metric scales of buildings and various assets via Google Maps and other online research. Most levels were constructed using scaled cubes, such as cover placement and multiple buildings. BSPs were used for the HUB ship due to higher fidelity creation options.

Throughout the blockout process, I changed from my original ideal of having the outpost within the London Tower. Instead, and due to time, I decided to make a late change and move the end goal to the souvenir shop. I did this mainly because I oversaw the size of the Tower of London. While pacing and balancing combat spaces, I kept each area fairly tight and confined. This way, you can control each area accordingly and leave breathing room while travelling through the level.

See below for more detailed information and the paper design.

Platforms:

PC

Tools Used:

Unreal 5 Level Editor, Photoshop

Duration:

7 days

Team Size:

1

Role :

Senior Level Designer


Paper design


Gameplay video

Here is a full playthrough of the level.

The video contains the final layout blockout, enemy placement and cover placement.

Running time: 4 minutes 15 seconds


Detailed info

Level Design & Building

  • Created the level concept and story.

  • Adjust level geometry to improve player movement flow.

  • 3d blockout using basic shape primatives with colour coding to suit the setting.

  • The cover blockout uses basic shape primatives and is designed with metrics in mind, based on the unreal character.

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

  • Level pacing and exploring areas - Ship Hub ground level, pier area, pacing between encounter zones.

  • Ledge traversal collision setup.

  • Enemy placement/positioning setup.

  • Level placement of loot bags/chests.

Combat

  • Refine and balance combat encounter areas

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