Custom Level: Echoes of the Deep
Level Summary
Disclacimer
This project is a non-commercial fan-made prototype inspired by Albion Online. All rights to the original IP belong to Sandbox Interactive. Most assets are from Mixamo, TurboSquid, and Sketchfab.
A mid-game dungeon in a cavern-temple hybrid, blending vertical navigation, enemy variety, and cinematic reveals across six escalating segments that balance combat intensity with narrative payoff.
Responsibilities
Fully designed a custom dungeon
Recreated Albion Online’s Archer Combat
Created Quest Systems, Modular Enemy Systems, NPC Systems, Boss Fights, …
Concepted, sketched, and entire experience in Level
Whiteboxed Level
Created fitting Assets
Implemented Sound and rough VFX’s
Details
Team Size: 1 (Solo Project)
Genre: Top-Down, Action/Adventure
Setting: Deep in an ancient Cavern
Level Duration: 9-12 minutes
Role: Lead Level Designer, Programmer
Development Time: 6 Days
Engine: Unity Engine
Trailer
Solo dungeons in Albion Online are widely seen as boring and repetitive by the community.
Players often mention the lack of variety, same enemies, and poor rewards as reasons they avoid them.
Research
Forum discussions highlight key issues
Low replayability
Weak environmental storytelling
Little player agency or meaningful choices
Based on this feedback, I created my own dungeon prototype to explore
Stronger pacing
Improved narrative structure
More dynamic level design that keeps players engaged and encourages exploration
Recreation of Albion’s System
Combat System
Archer,melee, and spell mechanics (inspired by Albion’s classless system)
Custom AI for many enemy archetypes (ranged, melee, winged units, elementals, minibosses, bosses, ..)
Movement, Dodging, and combat animations
Placeholder VFX and interaction systems
Rapid iteration and clean, modular code structure
Quest & NPC Systems
Dialogue and quest triggers
Objective tracking with dungeon progression
Patroling, Idling, Following NPC Paths
Quest Rewards, Progression and UI display
Concepts

Moodboard

Level Concept

Level Concept with Notes
Level Flow

(0) Player NPC Intro

(1) Assassinate Guild Knights Quest

(2) Bridge and Level Anticipation

(3) Adventure Guild Encounter

(4) Adventure Guild Mini Boss

(5) Temple Transition

(6) Hidden Shamans in Temple

(7) Reaching deeper parts of the Temple

(8) Final Shadow Fiend Reveal

(9) Final Demon Boss
Design Motivation
Introduce self-contained stories within dungeons that deepen lore and build emotional weight with cutscenes/dialogue.
Structured to guide the player through a narrative arc using worldbuilding and environmental cues.
Narrative Dungeons
Albion’s gameplay loop intrigued me, but I saw space for deeper level-based storytelling, mechanical variety, and environmental discovery.
My goal wasn’t to critique the original design, but to build upon it, demonstrating how new dungeon archetypes might improve replayability, narrative clarity, and player mastery.
Dungeon Specific Mechanics
Each dungeon features a unique mechanic or modifier.
Alters how players move, fight, or solve spatial puzzles, ensuring every experience feels distinct.
Camera and Framing
Explored dynamic camera moments, zoom-ins, wide establishing shots, and angle shifts.
Creates visual variety and emotional beats, enhancing mood and elevating key set pieces.
Beat Descriptions
NPC Intro and First Quest
Goal: Introduce the player to the environment, story, and overarching conflict
Design: Guided onboarding through dialogue, light combat for warm-up, and environment that feels spatially deep rather than flatHighlights:
NPC storyteller establishes stakes and tone
Hidden temple paths guarded by guild knights
Layered environmental composition that draws the eye beyond the immediate play space
Narrative Beat: First step into the cavern’s story
Bridge and Guild Encounter
Goal: Build anticipation by revealing future paths and the source of earlier enemies
Design: Vertical sightlines and controlled pacing lead smoothly to the guild camp
Highlights:
Camera zoom to frame NPC activity (spectator moment)
Overlook reveals upcoming routes
Combat escalation through guild camp assault
Narrative Beat: The enemy reveals itself
Guild Boss and Temple
Goal: Deliver the first major combat challenge and shift the visual palette
Design: Boss with unique mechanics and increased difficulty, supported by environmental storytelling via statues and temple motifs
Highlights:
Custom attack patterns and stronger stats
Architecture hinting at deeper lore within the cavern
Spatial transitions between cavern and temple spaces
Narrative Beat: Crossing the threshold into sacred ground
Temple and Shamans
Goal: Tease the final threat while introducing new enemy archetypes
Design: Maintain pacing through ongoing guild conflict while adding shaman spellcasters for variety
Highlights:
Cinematic zoom-out to reveal demon silhouette
Combat in an anticipated location builds narrative payoff
Gateway to deeper temple areas unlocked
Narrative Beat: Whispers of the lurking demon
Deeper parts
Goal: Convey ancient, mysterious atmosphere while ramping tension
Design: Increased demon teases, scattered shaman encounters, and terrain variation via fallen rock traversal
Highlights:
Multi-level camera framing for spatial variety
Uneven, crumbling paths enhance danger and immersion
Gradual reveal of more elaborate temple structures
Narrative Beat: Descent into the forgotten heart
Fiend Reveal and Boss
Goal: Deliver a visually striking climax and mechanically rich final battle
Design: Cinematic vista reveal with particle effects transitioning seamlessly into boss fight
Highlights:
Demon fully visible during dramatic zoom
Boss encounter with unique mechanics and rewarding loot
Dynamic environment framing the final confrontation
Narrative Beat: The fiend steps into the light
Trailer
Walkthrough
More Screenshots

Blockout Iteration 1

Blockout Iteration 2

Blockout Iteration 3

Blockout Iteration 4

Blockout Iteration 5

Final Blockout with Walls

Final Blockout without Walls