Overview
The Ravine is a prison escape level set in a tomb within a deep gorge.
The level features a character who is tied up, restricting various player movement actions.
Project Breakdown
3 Weeks
Created using Unreal 5.4
Focus on composition and guiding the player.
Marketplace assets used:
Advanced Locomotion System V4
Creating the Level
The Ravine was created with intention of learning level design. I had only worked on level design through game projects, so this was a great opportunity to focus on testing and applying different design techniques.
For this level, I thought it was best to start learning and focusing on composition and guiding the player. I'd then apply more design techniques as I work on the level.
Additionally, I thought it word be interesting to work around a level that restricted the player of their movement options, so that they would learn to use the mechanics they have at their disposal the best they can for the situation while also keeping the environment believable.
LEVEL FLOWCHART
Introduction
The player starts in a prison area with their hands tied-up. There is a prop hiding a cave below the prison which the player can find by looking around the room.
The Ravine
The ravine is the first thing the player will see upon exiting the cave. It is a introduction to the player's main goal of escaping the ravine.
Behind the Ravine
There is a cave system of a tomb behind the ravine which the player has to move through. The player is introduced to simple obstacles.
First Enemy Encounter
A simple area the player has to move through, stealth is highly encouraged.
Tomb Treasures
A more difficult challenge for the player but encourages player agency with multiple paths to take.
The Prison Area
This is a callback for the player as they comeback to the area which they first started but on the other side. Here, the player is able to free themselves which allows them to climb on obstacles.
Behind the Prison
An obstacles comes up right after the player has learnt how to climb, this tests the player before they approach a challenge that can lead to a game over.
Ravine Outpost
The last challenge in the level with more enemies to walk past.
Ravine Bridge
The player has reached the area they saw from the start of the level.
DESIGN TECHNIQUES
Funneling Before Reveal
The ravine is the centre part of the level. It allows the player to see their main goal (The bridge) and in sections of the level, know where they need to go.
Invisible Tutorial
The player is lead to segments where the player has no other choice but to use the required mechanic to proceed. The player is then introduced with a challenge that requires them to use the taught mechanics.
Framing
Upon entering a new area in the level, the player is introduced to their current goal (Where they have to go next to reach the man goal).
This is a design technique I learnt from Portal 2. In Portal 2, the exit is shown to the player when they enter the room. The player just needs to know how they reach there.
Denial And Reward
After the player is un-tied, the player is able to access rewards. These rewards can be found around the level but is always hinted to the player. It is then just a matter of how the player can reach said reward.
Vista
The ravine's pressence in the level comes with intention to give the player a callback to previous areas and to reloacte themselves to their goal.