Before/After "Agility section beginning". Blockout of the whole level was done by me. After, I did an art pass. Assets were purchased.
Before/After "Puzzle".
Before/After "Additional room".
Before/After "Pre-puzzle area".
To improve the player's experience & make it closer to Uncharted, I created several BPs for QTEs (falling floor, lighting) & Collectables (with string added).
I used camera volumes (set up by me) to enhance emotions, give hints or make agility more comfortable.
The goal of the puzzle is to open the door by hitting 4 bells in the right order. I placed them in a way, so the player will see the immediate result of his actions. The first one is to give a hint of how everything works.
-Level design project
-Unreal Engine 5
-Width 120m X Length 176m
-Developed in 9 weeks
-Real-time lighting
I intended to create a 3rd person action/adventure in the setting of the ancient temple in the Nordic-based cave. This work passed through blockout/greybox stage and the art pass to its final view. All stages were done by me. I created several BPs for it, others were purchased and set up by me. I made it as a fan level for Uncharted 4: A Thief's End and this game was my greatest inspiration.