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 methodology

  • Gameplay Systems & Scripting
    Implemented core gameplay logic, scripted events, progression systems, and moment-to-moment interactions

  • Enemy AI & Combat Design
    Developed simple but effective enemy behaviors to support pacing, pressure, and player decision-making

  • Player Systems & UX
    Built health, death, and progression systems with a focus on clarity and responsiveness

  • Audio & Voice Integration
    Recorded, implemented, and synchronized voice over, alongside functional sound design for feedback and immersion

  • Narrative & Environmental Storytelling
    Communicated story, context, and gameplay mechanics through environment, layout, and visual cues

  • Playtesting & 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 data

  • Documentation
    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

  1. Introduction

    Tunnel entry, mission briefing, basic combat

  2. Exploration & Setup

    Train station overview, safe exploration, environmental storytelling

  3. Combat & First Objective

    Landing port combat, enemy introduction, containers become threats
    Reach satellite → unlock magnetic boots → area destruction opens path

  4. Escalation & Mechanics

    Loading bay combat, increased pressure
    Laser zone traversal using timing and cover

  5. Interior & Systems

    Space station gameplay (looping corridor, vertical combat, cover areas)
    Control room activation → reactor access

  6. Finale & 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

  1. Call to Action
    Player is briefed at a castle outpost about an ongoing village attack, creating urgency and pushing them quickly toward the conflict.

  2. Village Under Siege
    Player arrives mid-attack. Fast combat and destruction drive high intensity and a strong savior fantasy.

  3. Aftermath & Revelation
    With the village saved, pacing slows. Guided exploration leads to the rebel outpost, introducing the legend of the sword.

  4. Trial of Worth
    Player reaches the old castle, claims the blade, and faces an unexpected high-intensity trial from the Forgotten King.

  5. Ruins & Reflection
    Pacing drops as the player explores hidden ruins, choosing between stealth or combat.

  6. Gatekeeper Encounter
    A single elite enemy blocks the final castle, sharpening skills and raising tension.

  7. Final Confrontation
    The corrupted king overwhelms the player, leading to death, rebirth, and victory with the Forgotten King’s aid.

Concept

  1. Player Spawn
    The player spawns as the village comes under attack, immediately gaining a sword and bow to establish urgency and basic combat capability.

  2. Defend the Village
    The player fights incoming enemies alongside village guards. Once secured, villagers become friendly and provide support, reinforcing the player’s impact.

  3. 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.

  4. Old Castle
    The player pushes through enemy guards and undead knights in an abandoned castle, culminating in the acquisition of a powerful legendary weapon.

  5. Guard Ruins
    The player navigates through occupied ruins, choosing how to engage enemies while uncovering more about the corrupted forces.

  6. Elite Encounter
    A personal elite guard confronts the player, acting as a focused skill check before the final area.

  7. 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

  1. 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.

  2. 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.

  3. 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.

  4. 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.

Complete Walkthrough

Trailer