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 a 25-35 minute level prototype in 48 hours of work.
Created a level purely focused on Level Design Theory, its application and issues.
Programmed all systems except for some parts of the character controller.
Created and implemented many different types of assets, like sounds, VFX, UI, Scripted Events, Voice Over, and more.
Created cutscenes, narrative events, Voice Over, and scripted events to help players immerse in the level.
Organized 15 playtest sessions to iterate on the level to increase player engagement to the highest level
Some Impressions by Players
“I thought it was insanely awesome. I would definitely keep playing, if there had been another level! I was fully immersed.”
“I liked the landing port the most. So many corners and places to explore. It felt open, but also linear at the same time, loved it!”
“Really, really interesting. Very exciting, it was never boring! The pacing was very good! I liked the section with the big laser the most.”
“The storytelling with the robots was very good. I immediately understood that these white soldiers fought against the robots, and how the robots appeared here.
At first, the containers were just decoration, but then I realized enemies were coming out of them, and they became a threat to me.”
“I really liked the first half, the part in the space station was okay. It was quite action-packed but relatively simple.”
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
Rough Beat Board
Beat Board
Detailed Beat Board
Shape Concepts
Moodboard
Project Goal
Level Design Techniques
Brainstorm
Create a fast-paced single-player FPS level that combines combat, exploration, and environmental storytelling within an abandoned spaceport setting.
Level Summary
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.
Responsibilities
Level Design & Spatial Layout
Designed and iterated on full level flow, pacing, player guidance, and encounter design using blockout-first methodologyGameplay Systems & Scripting
Implemented core gameplay logic, scripted events, progression systems, and moment-to-moment interactionsEnemy AI & Combat Design
Developed simple but effective enemy behaviors to support pacing, pressure, and player decision-makingPlayer Systems & UX
Built health, death, and progression systems with a focus on clarity and responsivenessAudio & Voice Integration
Recorded, implemented, and synchronized voice over, alongside functional sound design for feedback and immersionNarrative & Environmental Storytelling
Communicated story, context, and gameplay mechanics through environment, layout, and visual cuesPlaytesting & Iteration (15 Sessions)
Conducted and observed 15 remote playtests via screen sharing, analyzing player behavior, identifying friction points, and iterating on level design based on real user dataDocumentation
Created multiple time-lapse videos based on the creation of this level. All raw, nothing left out.
Details
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
Level Showcase: Shadow of a Fallen Crown
Pre-Production
Main Ideas
Level Goals
Single-player PvE FPS experience focused on clear combat flow and readability
Strong use of first-person movement and locomotion to drive engagement
No focus on sneaking (keeps pacing fast and direct)
NPC guidance + UI dialogue to support mission clarity and onboarding
Health & death system to reinforce risk, tension, and progression
Heavy use of environmental storytelling to communicate narrative visually
Scripted events to control pacing, surprise, and player direction
Dynamic world elements + simple enemy AI to keep the space reactive and alive
Light movement/combat additions like slide and optional melee for feel
Small, fast puzzles integrated into the main flow
Strong interior/exterior contrast + iconic vistas for pacing and scale
Narrative misdirection (bait & reveal design) to subvert player expectations
Core Elements
FPS player as active agent driving pace and exploration
Fast-paced combat flow with no ammo limits (continuous engagement)
Ranged enemies + patrolling guards to structure encounters and tension
Scripted events to control pacing, escalation, and player guidance
Environmental storytelling of an abandoned spaceport after a failed rocket launch
Clear level structure: underground entrance → spaceport → science labs → rocket launch climax
Strong interior vs exterior contrast for pacing and spatial variety
Explosive barrels + simple reactive elements to support combat readability
Light chaos system / destructible elements to reinforce dynamic spaces
Sound design feedback loops to enhance combat clarity and tension
Blockout-first workflow using Cubegrid + Modeling Mode for fast iteration
Fab asset packs used for rapid prototyping and readability of space
Level Sequence
Introduction
Tunnel entry, mission briefing, basic combat
Exploration & Setup
Train station overview, safe exploration, environmental storytelling
Combat & First Objective
Landing port combat, enemy introduction, containers become threats
Reach satellite → unlock magnetic boots → area destruction opens pathEscalation & Mechanics
Loading bay combat, increased pressure
Laser zone traversal using timing and coverInterior & Systems
Space station gameplay (looping corridor, vertical combat, cover areas)
Control room activation → reactor accessFinale & Escape
Destroy reactor under pressure
Fight back to hangar → defend → escape sequence
Station collapses → mission success
Level Goals
Player must understand the mission clearly through NPC dialogue and UI cues
Player must learn basic FPS movement and combat through early encounters
Player should feel curiosity and exploration in the abandoned spaceport
Player must recognize environmental storytelling without explicit explanation
Player should be surprised by enemy presence in supposedly “empty” areas
Player must adapt to escalating combat scenarios and increasing pressure
Player should use level layout to read direction and progression intuitively
Player must solve small gameplay puzzles integrated into flow (not interruptions)
Player should experience contrast between calm exploration and sudden tension
Player must observe and understand the world state through visuals (not text)
Player should navigate both interior and exterior spaces smoothly and naturally
Player must reach and explore key landmark areas (labs, stations, launch zones)
as narrative beats
Level Beats
Call to Action
Player is briefed at a castle outpost about an ongoing village attack, creating urgency and pushing them quickly toward the conflict.Village Under Siege
Player arrives mid-attack. Fast combat and destruction drive high intensity and a strong savior fantasy.Aftermath & Revelation
With the village saved, pacing slows. Guided exploration leads to the rebel outpost, introducing the legend of the sword.Trial of Worth
Player reaches the old castle, claims the blade, and faces an unexpected high-intensity trial from the Forgotten King.Ruins & Reflection
Pacing drops as the player explores hidden ruins, choosing between stealth or combat.Gatekeeper Encounter
A single elite enemy blocks the final castle, sharpening skills and raising tension.Final Confrontation
The corrupted king overwhelms the player, leading to death, rebirth, and victory with the Forgotten King’s aid.
Concept
Player Spawn
The player spawns as the village comes under attack, immediately gaining a sword and bow to establish urgency and basic combat capability.Defend the Village
The player fights incoming enemies alongside village guards. Once secured, villagers become friendly and provide support, reinforcing the player’s impact.Rebel Outpost
An elite rebel guides the player to a hidden outpost, where the player learns about a powerful, mystical weapon and the larger conflict.Old Castle
The player pushes through enemy guards and undead knights in an abandoned castle, culminating in the acquisition of a powerful legendary weapon.Guard Ruins
The player navigates through occupied ruins, choosing how to engage enemies while uncovering more about the corrupted forces.Elite Encounter
A personal elite guard confronts the player, acting as a focused skill check before the final area.Boss Castle
The player enters the corrupted king’s castle and faces the final boss, bringing the narrative and mechanical arc to its conclusion.
Early Blockout Stages
From Blockout to Set Dressed
Detailed Level Breakdown
General Issues, Iterations and Learnings
Sample Issues
Players consistently moved right toward a visible enemy horde instead of the intended left path.
Strong combat cues and visual noise on the right overpowered the critical path and redirected player attention.
Placing a single elite enemy directly before a single-target
boss created back-to-back high-intensity encounters,
compressing pacing and causing fatigue.
After saving the village, the space felt inactive.
The absence of NPCs reduced emotional payoff and weakened
the sense of player impact.
Sample Solutions
The left route was reinforced with clearer traversal language, stair indicators, stronger silhouettes, and cleaner visual flow.
This increased readability and aligned player perception with the intended path.
Encounter flow was restructured by adding guards and a
swarm-based pre-boss-phase. This shifted intensity from
singular combat to crowd combat, resetting player focus
before the final fight.
Villagers and fortress guards were reintroduced through
directed spawning and patrols. NPCs now occupy the space,
provide healing, and defend the village, restoring life and narrative feedback.
General Learnings
Pacing is defined by encounter density, not map size; fewer, intentional fights create stronger narrative rhythm than constant combat.
Player power must be felt spatially, with later spaces allowing more aggressive play to reflect progression.
Enemy placement tells story, communicating danger, control, and escalation without explicit narrative beats.
Singular elite encounters are more memorable than large enemy groups when used as skill checks.
Finishing and polishing matters more than scale, especially in UEFN, where clarity and readability define the experience.
General Design Psychology
Framing as Primary Guidance
Player movement and focus are driven by composition rather than UI. Sightlines, lighting, elevation, and landmark placement are used to frame objectives, reveal threats, and naturally pull the player forward through the level.Encounters as Narrative Beats
Combat and Quests are treated as storytelling. Enemy type, count, and placement reflect the current narrative moment, chaos during the village attack, restraint during exploration, and focus during elite and boss encounters.Intentional Beat Pacing
The level alternates between high-intensity combat and slower traversal to control emotional rhythm. Quiet moments are deliberately placed to let players recover, reflect, and anticipate what comes next.Narrative-Driven Spatial Logic
Level layout is built around the story, not placed on top of it. Each space exists for a narrative reason, defense points feel defensible, ruins feel overtaken, and the final castle feels oppressive, ensuring gameplay and story reinforce each other.