Arcane Ascent
Level blockout
3D isometric adventure platformer
inspired by Metroidvania and dark fantasy games
Overview
Project Details
The idea for this project was to create a blockout for a starting level that would act as a tutorial, where the game teaches the player the basic mechanics and introduces them to the story and lore of the world.
concept art by Raphael Lacoste
Level Goals
- intro tutorial level blockout
- 10 -20 min
- teach the player basic skills & mechanics
Inspirations
- Tunic, Deaths Door, Hollow Knight
- soulsborne games
Themes
- dark fantasy, medieval fantasy, grimdark
- adventure, exploration, magic
Tech
- Unreal Engine
- UE custom made Blueprints
- Top-down game template
- Cubegrid Tool for modeling
Project Description
In this Metroidvania like fantasy adventure our protagonist - a little fellow of extraordinary magical abilities - visits a long abandoned Castle, that was once a center point of magical studies and long forgotten knowledge. The purpose of this visit is to find a cure for its troubling curse and to find the answers about its magical origin. The Castle baffles with its enormous size and countless halls seeping with ancient secrets and arcane mysteries. Its innumerable chambers hide a vast array of enemies, magical items and traps that will challenge any visitor.
Now our little protagonist - armed only with its infinite determination and will, sets on an adventure to visit the castle, learn its magical secrets and find the solution to its evading short life.
Design Process
Level research
While researching for this level I was greatly inspired by old medieval castles, fantasy genre games and other media. The research led to a phase of brainstorming where all those different concepts and ideas crystalized to form the design basis for the intro level.
Level Design Document
The sum of research and brainstorming can be found in the document in the link for download below.
Mood & Atmosphere
- gritty, dark fantasy, medieval
- crumbling, abandoned medieval castle with ancient alchemical and mystical technological contraptions
- vegetation and foliage reclaiming parts of the castle
- architectural style - mostly early medieval and fortification architecture with gothic details in the interiors
Landmarks
- the great entry bridge
- the gates / portcullis
- inner courtyard
- grand staircase
Puzzles
- open the castle gates which lead to the staircase and the rest of the game
Sequences
- intro text, context and lore
- end credits
Layouts
Diagrams & Sketches
Following the research and brainstorming phase I drew several sketches on paper to get the better feel and sense of space, and to use the 2D layout as a base for creating a 3D blockout later.
Bubble diagram
For the initial diagram I determined the main areas that would be traversable. These areas were then connected by paths of varying importance - main path, optional path, blocked path, one way route, etc.
Blockout
Level Topview
The blockout for this level was done completely in Unreal Engine 5 using the new Cubegrid Tool. The layout sketch was used as a base to model the areas and the pathways of the level. Parts of the level were also color coded to signal to the player the usability and the traversability of particular level sections.
Level Flow & Beats
The whole level encompasses several distinct areas - every one of them with unique palette, lighting and architecture that should help the player recognize its location at any time.
Level Features
Some of the mechanics and features I scripted in the level blockout using Unreal engines Blueprint systems, to make the experience as close to the actual gameplay as possible.
Full Playthrough
Testing
Playtesting the Level
The final step in level creation was playtesting. I gathered a wide variety of people to play the game, with various experiences in playing video games. This was done to collect as much feedback and level bugs as possible.