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TWISTED HALLS

The game itself is a 4-8 player small scale battleroyale where the narrative is to gather as much loot and escape the twisted halls fighting both players and mobs standing in your way.

MY ROLE

When i joined there was already a set modular kit in place which i worked with to create unique levels that could be seamlessly generated next to each other without loosing their own personality and niche.

GOALS

My goal was to make levels for a game that already has its core features and for me to work around them and further develop my skill as a level designer within those set boundaries.

PROJECT DETAILS

  • 14 week project
  • Unreal engine

  • Level design

  • Game design
  • Lighting

  • 10 Complete levels

 

DESIGN PHILOSPHY

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PLAYER CHOICE

Working with an ever changing castle has been quite the task when it comes to level design and being random generation can sounds bad to a level designer. For me it sounded like a challenge. How can i create a castle that's different every time you enter without it feeling the same while still maintaining the same general flow and difficultly.

Without diving to deep into our system we have set rules to increase repeatability exploration as well as fresh combat encounters​. We also set the rooms into different categories such as PvP, PvE and traversal. depending on the main focus of each room.

By doing this we gained more control for our rules. To further develop the castle we introduced larger rooms with a lower chance of spawning

REPLAYABILLITY & LOOT

The main focus of the game is loot and how much you can accumulate. When designing all different rooms my main goal was to keep the player on edge and always exploring. My solution was to have set spawn points for the chests with a certain spawn chance per chest and the loot within randomly generated from a set list depending of the difficulty of the room the chest is in.

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DUNGEON GENERATION

Working with an ever changing castle has been quite the task when it comes to level design and being random generation can sounds bad to a level designer. For me it sounded like a challenge. How can i create a castle that's different every time you enter without it feeling the same while still maintaining the same general flow and difficultly.

Without diving to deep into our system we have set rules to increase replayabillity and exploration as well as fresh combat encounters​. We also set the rooms into different categories such as PvP, PvE and traversal. depending on the main focus of each room.

By doing this we gained more control for our rules. To further develop the castle we introduced larger rooms with a lower chance of spawning.

 

PVE DESIGN

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DESIGN PHILOSOPHY PVE

Creating levels focused more on PVE I stuck to a more simpler layout with more open areas for encounters with several mobs.

By minimizing the amount of small rooms I increased the visibility for other players ready to ambush. I solved this by instead working with far less possibilities to enter a room but with bigger "doors" and therefore the player could always keep an eye on the nearest entry point without having the change to bottleneck enemies.

PVE LEVEL

This level specific tile has 3 main rooms for PvE combat. Depending on where and what type of enemy spawns the player also has the ability to sneak past several packs to avoid combat.

I also present to "shortcuts" to move between these 3 rooms to enhance the area of attack for different encounters.

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PVP DESIGN

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DESIGN PHILOSOPHY PVP LEVELS

When designing a PVP focused level my main concern was space and how it could negatively affect melee combat. I heavily reduced debris and props that could be in the way while still giving the player places to hide. I always like the cat and mouse kind of gameplay offered and tried to enhance it more in PVP levels.

PVP LEVEL

The general idea of this level was to have alot of layers with elevation as well as areas with a lot of nooks and crannies while still keeping it clean for melee combat. The player can also use the advantage of ambushing opponents from one of the many elevated areas or sneak around in the dark basement

I also experimented a lot with lighting to enhance the players ability to hide which I covered more under the lighting tab.

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PVE & PVP DESIGN

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DESIGN PHILOSOPHY PVE & PVP LEVEL

This tile was the trickiest to design with maintaining a healthy relationship with both PvE and PvP. I choose to somewhat seperate them with different floor or small entries from a more PvE focused area into a PvP focused area.

PVE & PVP LEVEL

When making this level I focused on creating a open bottom floor focused on PvP combat and easy traversal while still presenting the possibility to explore the loot filled upstairs area focused on PvE combat without loosing sight of players ready to ambush you.

 

To succeed with this there is only staircase to the upstairs area which is easily visible from the second upstairs room. I also give the player a choice to rush the first room to easily get access to the second room but in return aggro mobs from behind.

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UNDERGROUND DESIGN

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DESIGN PHILOSOPHY UNDERGROUND LEVEL

The underground part is mostly used small maze for traveling with carefully placed traps and a lot of one ways. There is almost no loot here and scarce with hardly any enemies. Sometimes the player is forced down escaping a more dangerous threat or looking for a quick shortcut to the next tile.

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LIGHTING

LIGHTING

I used lighting to my advantage by alternating between darker and brighter areas. With this also came a interest to explore whats beyond the dark corner or to seek light as a sort of temporary sanctuary.

ROOM VARIATION

To further increase the variation of each game some rooms has a chance to spawn with different lighting