Acrid Catacombs
A 3D, Third-Person Action RPG level created as a project during my third year at Sheridan College. The premise of this project was to create a level which could easily fit into an existing game with a 10-15 minute playtime. So, this level was created to fit into the "Catacombs" levels within Elden Ring.

This project was created in Unreal Engine 5 and utilizes 2 different Epic Marketplace assets for the combat system and Environment Art (linked below). All other aspects of the level were created and design by me.
Step 1. Research & Document
The first step of creating a level for an existing game is researching the source material. I wanted the topology of the environment and the placement of enemies to be reminiscent of the original game. To gather this information I replayed 3 of Catacombs levels in Elden ring taking screenshots and marking up areas which I thought had repeating design principles or themes. Additionally, I gathered rough height approximations of the player character and other objects within the levels to inform my level's metrics. Gathered research was then used in the creation of the LDD, where I narrowed in on a vision for the level.

Step 2. Greybox
The next step of my process was to begin Greyboxing the level to be ready for an alpha playtest. I focused on playability and implementing the architectural principles shown in the source material.

Step 3. Playtest
Silently observed 6 different playtesters play through the Greybox level twice
Take notes of any relevant behaviors which occurred during playtests.
Have playtesters answer a questionnaire to gather their opinions and feelings without leading them to answers.
Step 4. Iterate and Kitbash
The final steps of my process was to iterate on my level design utilizing the feedback I received during playtesting. Some main changes that were made to the project included:
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Widening the corridors to allow for the third person camera in combat.
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Add lighting to help wayfinding.
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Decrease enemy health.
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Replace all slopes with stairs.
Once I had made my desired changes I then kitbashed the greybox using premade, roughly accurate art models. Below are some screen shots from the final build. Some have been marked up to explain my intentions with the design.


