Design
Technical Design and Level design are two halves of one whole - one gives functionality and purpose, and the other gives it a stage to play on.
Aecoria: The Forgotten Kingdom (Personal Project)
“The Forgotten Kingdom” was a level I designed from the ground up as an area that would feel right-at-home in a third-person adventure or RPG. Aside from creating a beautiful-looking environment, I wanted to tell exercise my environmental storytelling skills - telling the tale of a once-powerful kingdom that lost a decisive battle, becoming nothing but a distant memory.
My vision for the final product introduced a few obstacles I had to overcome:
Ghosts that appear in the gravesite during night time
Accomplished by a opacity slider that controls a material collection parameter. This can be called and modified in Sequencer, or even as a trigger in BP for gameplay.
In addition, the mesh used for the ghost knights did not work correctly with the transparent material I made to give them their appearance (their eyeballs were showing!), so I had to do some further modifications to the mesh in Maya to fix this issue.
Dynamic environment changes when diving underwater
Accomplished by triggers and a post-process volume
Establishing different kinds of mood for the respective time-of-day
Emphasized torch/natural light for dusk and used multiple spotlights and reflection prisms to soften the lighting around the level, giving it more of a “glow” and less of a static lit appearance.
This really complimented the eerie nature of a village built upon the ruins of something far greater.
Primary inspirations when concieving, drafting, designing, and set-dressing this level include Nier Gestalt/Replicant and The Legend of Zelda: Breath of the Wild.
Created in Unreal Engine 4.19. Asset credits are found in the video description on YouTube.