Custom Level: Isles of the
Azure Wing
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 on corrupted floating islands, blending branching paths, hazards, and cinematic set pieces across six escalating segments, culminating in a storm-charged castle showdown.
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: Old flying Sky Island
Level Duration: 20-25 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

Concept

Concept with Notes
Level Flow

(0) Level Intro and Quest

(1) Lightning Barrier Obstacle

(2) Isles with Lightning Mage

(3) Barrier Mages Fight

(4) Courtyard Environmental Hazard

(5) Perspective Change

(6) Mini Boss

(7) Castle Vista

(8) Level Specific Traversal

(9) Final Elemental 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 setting, stakes, and main dungeon objective while establishing their role as the savior figure
Design: Guided tour by NPC through small floating islands, using environmental storytelling to reveal the airborne location
Highlights:
NPC storyteller sets tone and mission urgency
Moving skybox and parallax backgrounds communicate flight
Early vertical sightlines to create awe and spatial awareness
Narrative Beat: The call to save the Isles
The two Lighting Mages
Goal: Introduce a key-and-door mechanic with branching objectives that remove a magical barrier
Design: Two separate islands each housing a lightning mage; barrier visible early for clear objective framing
Highlights:
Key-and-door structure with visual reinforcement of locked state
Island-specific traversal challenges and quick-time event returns
Lightning mage as unique enemy archetype with thematic attacks
Narrative Beat: Breaking the barrier’s hold
Courtyard and Enemies
Goal: Teach the player about environmental hazards and flying enemies without overwhelming them
Design: Staged hazard introduction using rolling barrels and controlled enemy spawns; zoom levels adjust for spatial clarity
Highlights:
Rolling barrels as environmental hazard with mild but noticeable damage
Staggered enemy introductions to manage difficulty curve
Zoom-ins for close combat, zoom-outs for hazard evasion
Narrative Beat: The dangers of the floating paths
Perspective Changes and Boss
Goal: Increase immersion and pacing variety through perspective shifts and combat escalation
Design: Vistas that foreshadow upcoming areas; mini-bosses serve as pacing breaks and skill checks
Highlights:
Cinematic framing for dramatic reveals
Perspective shifts create visual and tactical variety
Elemental mini-bosses thematically foreshadow final boss abilities
Narrative Beat: Testing the champion’s resolve
Multiple Paths
Goal: Provide meaningful player choice in routing, with different enemy layouts and pacing for each path
Design: Quick-time event traversal (tornadoes) as one-way level valves that control progression flow
Highlights:
Branching routes visible from alternative paths to spark curiosity
Traversal QTEs that prevent backtracking for pacing control
Player agency in combat and challenge selection
Narrative Beat: Choosing the path to the castle
The Castle and Boss
Goal: Deliver the climax with a dramatic environmental shift and a mechanically layered boss fight
Design: Converging paths into a central castle arena; final boss reuses known enemy abilities while combining environmental hazard
Highlights:
Castle verticality and detailed interior props for immersion
Merged paths reinforce sense of convergence and destiny
Boss design unifies lightning hazards, elemental attacks, and learned mechanics
Narrative Beat: Confrontation at the heart of the storm
Trailer
Walkthrough
More Screenshots

Blockout Iteration 1

Blockout Iteration 2

Blockout Iteration 3

Blockout Iteration 4

Blockout Iteration 5

Blockout Iteration 6

Blockout Iteration 7

Final Blockout Iteration