Custom Level: Blackmaw Deep

Level Summary

A mid-game stealth-action mission set in a volcanic mining complex, blending layered traversal, stealth vs combat options, and environmental storytelling. The level evolves in complexity across six distinct segments, alternating between high-intensity encounters and exploration-driven pacing.

Responsibilities

  • Designed 1 custom Level

  • Focused on Stealth, Agency, Verticality, and Rhythm.

  • Created enemy AI and rough combat

  • Concepted, Sketched, entire expiereince in Level

  • Whiteboxed the level

  • User Tested with 9 players

Details

  • Team Size: 1 (Solo Project)

  • Genre: Third-Person Stealth Action

  • Setting: Volcanic mining complex

  • Level Duration: 15-20 minutes

  • Role: Lead Level Designer

  • Development Time: 3 Weeks

  • Engine: Unity Engine

Flythorugh

Learn about Layered Encounter Design

Learn to design interconnected combat and stealth encounters where player choice (fight, sneak, or manipulate) dynamically affects enemy behavior and progression.

Why: Shadow of Mordor excelled at giving players freedom to approach situations in multiple ways while keeping tension high.

Level Goals

Refine Environmental Storytelling Techniques

Use level geometry, lighting, and world props to subtly tell the narrative, communicating lore, enemy presence, and player objectives without relying on cutscenes.

Why: Mordor’s levels conveyed story through ruins, fortresses, and enemy encampments, creating a sense of history and danger organically.

Develop Pacing Through Emotional Intensity Curves

Create a level that intentionally rises and falls in emotional tension, using quiet exploration segments, escalating threats, and climactic encounters.

Why: This pacing keeps players engaged and mirrors the emotional rhythm seen in Shadow of Mordor’s missions and open-world activities.

Beatboard

  1. Scout the enemy from the Base Camp and climb to the high lookout.

  2. Squeeze through the enemy-dense area of the base camp.

  3. Slip past light patrols while searching for a hidden route to the mines.

  4. Sneak through the crowded mines, outsmarting enemy patrols on multiple paths.

  5. Climb the mine scaffolding and fend off scattered enemies as the mountain opens up.

  6. Traverse the molten rocks with wall climbs and leaps, avoiding deadly lava.

  7. Infiltrate the Lava Fortress, combining all skills to survive relentless attacks.

  8. Choose your path to outwit enemies and escape the mountain.

Concepts

Level Flow

Design Pillars

  • Player Agency: Stealth, combat, and traversal options in every encounter

  • Traversal Variety: Climbing, vaults, balancing, and parkour-style movement

  • Pacing Rhythm: Alternates pressure and relief through spatial contrast

  • Environmental Narrative: Landmarks, visual progression, and diegetic cues

Multi-Route Encounters

  • High-risk/reward routes: Vertical climbs, narrow ledges, sparse enemy coverage

  • Low-risk/stealth routes: Dense cover, timing-based patrol evasion

  • Neutral routes: Blend of soft stealth and combat with vertical freedom

  • Each encounter supports improvisation and replayability, enhancing agency.

Pacing & Spatial Rhythm

  • High-tension zones: dense enemies, vertical traversal (e.g. Mines, Fortress)

  • Cooldown zones: open, scenic traversal spaces (e.g. Lava Cavern)

Environmental Storytelling

  • Macro-landmark: Volcano visible throughout to reinforce spatial progression

  • Micro-transitions: Visual shift from ruin camp → mines→ lava cavern→ lava camp

  • Vista Points: Let players orient, plan, and anticipate upcoming threats

Camp Entrance

  • Goal: Introduce stealth and traversal systems

  • Design: Overlook vista, modular layout with patrols and vertical routes

  • Highlights:

    • Multiple flanking paths

    • Landmarking with a ruined tower

    • LOS management with elevated watchtowers

  • Narrative Beat: Entry into hostile territory

Beat Descriptions

Inner Compound

  • Goal: Test stealth mastery

  • Design: Clustered ruins, high density,vertical choke points

  • Highlights:

    • Hidden rooftop and crawlspace paths

    • Interlocking patrol patterns

    • Reactive enemy states

  • Narrative Beat: Deeper infiltration and pressure escalation

Hill-to-Mine Transition

  • Goal: Pacing cooldown

  • Design: Open rocky area, minimal combat,visual transition to mine

  • Highlights:

    • Environmental storytelling via color and lighting

    • Optional stealth bypass routes

  • Narrative Beat: Atmospheric shift into interior danger

The Mines

  • Goal: Challenge navigation and vertical awareness

  • Design: Six vertical layers with looped paths and wayfinding cues

  • Highlights:

    • Shortcut paths and patrol evasion

    • Vista reveals using glow and banners

    • Mixed traversal mechanics

  • Narrative Beat: Mechanical heart of the operation

Cavern & Lava Falls

  • Goal: Cooldown and Focus on Traversal

  • Design: Scenic lava-lit space with ambient traversal

  • Highlights:

    • False safe paths to encourage planning

    • Suspended traversal challenges

  • Narrative Beat: Descent into the volcanic core

Fortress & Exit Cave

  • Goal: Final test and thematic closure

  • Design: Fortress mirrors Camp structure,now more complex

  • Highlights:

    • Choice-driven route split (stealth vs combat)

    • Final vertical climb ends with a vista to lush terrain

  • Narrative Beat: Escape, emergence, and payoff

Flythrough

Gameplay