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
Scout the enemy from the Base Camp and climb to the high lookout.
Squeeze through the enemy-dense area of the base camp.
Slip past light patrols while searching for a hidden route to the mines.
Sneak through the crowded mines, outsmarting enemy patrols on multiple paths.
Climb the mine scaffolding and fend off scattered enemies as the mountain opens up.
Traverse the molten rocks with wall climbs and leaps, avoiding deadly lava.
Infiltrate the Lava Fortress, combining all skills to survive relentless attacks.
Choose your path to outwit enemies and escape the mountain.
Concepts

(0) Full Level Concept

(1) Base Camp and Mine Entrance

(2) Mines and Lava Cavern

(3) Lava Falls

(4) Lava Fortress

(5) Fortress End and Mountain Exit
Level Flow

(1) Starting Camp

(2) Vantage Point

(3) Tense Base Camp

(4) Mine Transition

(5) Finding Mine Entrance

(6) Mines

(7) Lava Cavern Climg

(8) Lava Cavern

(9) Lava Falls

(10) Enemy Fortress

(11) Deeper in the Fortress

(12) Mountain Exit
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