Victorian Maze Level Design

Hello everyone! Over the last couple of weeks, I've been working on a Level Design for finals. It started with a level design doc outlining the level layout, contents, and flow (play experience). Here's the sketch I created of the layout, which marks off general areas, puzzles, and doors:


Using this layout, I went into UE4 and recreated the 2d drawing in 3D space with basic shapes and shaders, known as white boxing the level.



After receiving feedback on the unnecessarily complicated and narrow maze I created, I went back and simplified it, now using asset packs instead of basic shapes to give the level a more realistic look. 


The hedges look more and more dead the farther back into the maze the player gets. I accomplished this by making instances of the green texture the hedge asset originally came with and editing its hue and brightness to give the appearance of dead leaves. 


The asset packs I used for this level include: the Garden Pack, Lab Bottles, European Furniture, and the TD Graveyard pack. I also used UE4's Terrain feature to shape the ground and paint on the dirt and dead leaves textures.

For the lighting on this level, I used the basic sky sphere and used the directional light in the scene to mimic sunset. I used soft fill lights and point lights around the lanterns in the maze where the sun didn't hit. Inside the Parlor, I used a mixture of point lights, fill lights, and flame effects to mimic candles and a lit fireplace.
Watch the final flythrough of the complete level here!



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