Cinematic Portal Level Design
Development Time: 2 weeks Tools Used: Unreal Engine Role on Project: Level Design, solo development Date of Development: August 2023
Initial Design
This is a level design project that I completed to conceptualize using in game cinematics and atmosphere to tell a story instead of using dialogue. The concept for this project was to use level design to tell the narrative through player interactions and real time events that happen as the player progresses through the level.
portal 1
Blockout
The concept for this level was an abandoned space station that the player wakes up on and as they explore into the station they realize that there’s something happening on the station with them.
As the player explores through the space station I strategically used triggers and VFX props throughout the level to play out the story of the space station in front of the player.
portal 1
gif
Design Elements
Here is a timelapse of my inital blockout for the level. The idea behind this level was to have a level that told a story without any dialogue. Through the use of cutscenes and ambient effects to create a hostle feeling environment.
Here is a quick setup of some simple door mechanics to set up the correct speed and animation of doors to give the player a proper reveal of the space station. The goal was to have each door open in a way to give the player a sense of suspense as they progressed through the station.
This video is to show setting up the level blueprints for the basics of the cinematics that the level would follow. The blueprints were created to allow me to use the sequencer to set up the cinematic elements of the level using triggers. That way I could decide how and when the player expereinced the story, that way if the player wanted to examine part of the level it would not affect the pacing I wanted them to experience.
Post-Mortem
This project taught me a lot and was able to achieve a lot in the short amount of time working on it. Telling a story though methods other than dialogue was an interesting challenge, one that I had taken on with my gameboy development projects as well. However with this project I was able to use more props and visual effects due to the higher limitations of the hardware and engine. So it was challenging to achieve the atmosphere I was going for. The biggest take away for me is how all the parts came together to make a cohesive product.