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