Summary
One Sentence third-person aciton adventure built around Sould-Like level Loops.
This linear, story-driven RPG level was built in Unreal Editor for Fortnite using Fortnite’s native systems to create a single-player-focused experience. Players progress from defending a village to confronting a corrupted king, guided by careful pacing, environmental storytelling, and purposeful player power progression.
Goals
Team Size: Solo Project
Genre: Narrative Single-Player FPS (PvE)
Setting: Invaded Space Station on the moon
Level Duration: 25-35 minutes
Development Time: 48 work hours
Engine: Unreal Engine 5
Project Breakdown
Team Size: Solo Project
Genre: Narrative Single-Player FPS (PvE)
Setting: Invaded Space Station on the moon
Level Duration: 25-35 minutes
Development Time: 48 work hours
Engine: Unreal Engine 5
Trailer
If you’re short on time, basically, for this project I…
Created 13 blockouts from early pre-production through to fully playtest-ready prototypes
Designed levels for both 2.5D side-scrolling and [redacted] gameplay styles
Conducted multiple playtests and rapidly iterated based on player feedback
Worked closely with the Creative Director and stakeholders through frequent iteration cycles
Produced detailed set dressing and environment guidelines to maintain visual consistency and artistic direction for the team
Implemented extensive gameplay logic to make the prototype highly playable and polished
Some Impressions by Players
“We really love the levels. You have done a great job with these.”
“OHHH WOOWWW!!!!”
“I feel like the platforming sections were always varied, and with that interesting just very nice to see. Great job!”
“The [Redacted] is such a cool idea, it's a wonderful opportunity to showcase the level art you've done a wonderful job.”
“I already noticed so many cinematic moments. I think you nailed those and the feel of them. I just imagine music being played here. Damn, I got goosebumps.”
Level Design
Lunar Base: Breach
Pre Prodction:
Text
FlowChart
Concept Art
Moddboard
Project Goal
Escalation
Pre-Production
Brainstorm
Create a fast-paced single-player FPS level that combines combat, exploration, and environmental storytelling within an abandoned spaceport setting.
Design Pillars
Pillar
Combat Flow
Description
Direct, readable FPS combat with constant engagement
Environmental Storytelling
Player Guidance
Narrative delivered through the world itself
Landmarks, UI, and level composition direct progression
Gradual increase in tension, complexity, and stakes
Key Design Decisions
No Stealth
Maintains pacing
Keeps player focused on movement and combat
Environmental Storytelling
Reduces exposition
Encourages player curiosity
Interior vs Exterior Spaces
Creates pacing variation
Reinforces scale of the spaceport
Scripted Events
Controls tension and progression
Supports narrative reveals