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Level design: Ancient Temple (Blockout after art pass)
To make the level natural, I collected references of different “Nordic” caves to look at the shape of the rocks, color, cave structure, waterfalls & elevators.

To make the level natural, I collected references of different “Nordic” caves to look at the shape of the rocks, color, cave structure, waterfalls & elevators.

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 door is the main element of the whole gameplay area, so I decided to highlight it by color, shape, some unique pieces and frame it at the beginning of the zone.

The door is the main element of the whole gameplay area, so I decided to highlight it by color, shape, some unique pieces and frame it at the beginning of the zone.

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.

Following the design rules of Uncharted, I highlighted the climbable part with “bird shit” and used breakable ledges.

Following the design rules of Uncharted, I highlighted the climbable part with “bird shit” and used breakable ledges.

My main goal was to give a bit of freedom in which way to choose/which ledge to use. The area with the torch is for players to have a look at the different options and choose one.

My main goal was to give a bit of freedom in which way to choose/which ledge to use. The area with the torch is for players to have a look at the different options and choose one.

The green color evokes a feeling of comfort which is perfect for the beginning of the level since this zone is for players to get used to everything.

The green color evokes a feeling of comfort which is perfect for the beginning of the level since this zone is for players to get used to everything.

I used light as one of the navigation techniques to highlight the way.

I used light as one of the navigation techniques to highlight the way.

To increase immersion I paid attention to small details, e.g. the player will see any vegetation only if there is sunlight, water or better soil available.

To increase immersion I paid attention to small details, e.g. the player will see any vegetation only if there is sunlight, water or better soil available.

Level design: Ancient Temple (Blockout after art pass)

-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.

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