Full Playthrough

Level Designer – Elements
Role: Level Designer
Platforms: PC, PS4, PS5, Xbox
Engine: Unreal Engine 5
Production: In Development
Team Size: 10+


Important Note: As Elements is still in development, much of my work remains under NDA. This page showcases a single, approved area  "Village Hub," as a representative example of my contributions and design methodology.

Responsibilities

Overall Responsibilities:

As a Level Designer on elements, I am responsible for owning all aspects of the level design process from conception to final implementation. This includes:

• Designing level flow, pacing, and moment-to-moment gameplay experiences

• Creating detailed blockouts and greyboxes based on project goals and design pillars

• Collaborating cross-discipline with environment art, narrative, and gameplay teams

• Iterating based on feedback from creative and design leadership

• Implementing basic level scripting and gameplay mechanics using Unreal Engine 5 Blueprints

• Conducting internal playtests, gathering feedback, and refining level content

• Set dressing and environmental storytelling to support worldbuilding and player immersion

• Utilizing terrain, foliage, and landscaping tools to shape compelling and navigable spaces

Overview

Elements is a 3rd person open-world RPG set in the world of "Elemythia," where Players set out on a journey to collect 8 Elemental Stones that are hidden throughout the world.

The world is composed of eight distinct biomes, each representing a different elemental force


Dark, Light, Air, Water, Ice, Fire, Nature, Earth

Each Biome has multiple Village / Hub spaces for players to interact with various NPCs to turn in quests, buy items, and trade with.

Pre - Production

For my pre-production phase, I focused a lot on gathering reference images. 

These images influenced the overall structure, tone, and atmosphere I wanted to set for the village.

I specifically looked for nature or village-related images as they helped me gain an understanding of how villages and nature can coexist.

Various "Nature" Village concept art pieces I found during my search

Level Layout

To ensure that the village had a unique Identity and to ensure I was spacing out the NPCs within a reasonable distance I made a few simple top-down maps. I started with paper drawings and eventually made a digital layout later on. 

Paper Prototype

Digital Layout

Blockout Process

Using a variety of primitive shapes, I greyboxed the village area in a modular, section-by-section approach.

The initial focus was on establishing the entrance and positioning the central 'Tree' landmark as the primary point of orientation.

NPC vendors were strategically placed based on their overall importance and anticipated frequency of player interaction.

I then analyzed walking distances to ensure accessibility, refining vendor placements so that each could be reached from the tree within a reasonable time frame. Once this requirement was met, the vendor positions were finalized.

Level Design Techniques

Entrance to the Village

Framing

Framing can be essential in a hub space because it effectively directs the player's attention, helping them focus on key elements and areas. 

To do so I strategically stop the village gates so that the "Tree" Landmark is directly centered in the player's view.

This is done to show the tree's importance to not just the village but also the player. The Tree also acts as a point of interest, enticing players to check it out.

Focal Point

Focal Points serve as a visual anchor, making it easier for players to navigate and remember key areas of the hub. It can also add a sense of identity and character to the space, making it memorable and distinct.

I wanted to create a clear and decisive landmark that players can focus on while navigating the village.

Because of this, I chose a large tree. The abnormal size is very noticeable and distinct compared to other trees.

 The Size also allows the landmark to be seen no matter where you stand in the village

"Tree" Landmark located in the back center of the village

The Path to the Blacksmith NPC

Guiding Principles

Breadcrumbing, leading lines, and light are all examples of guiding principles. Their objective is to guide the player towards a specific objective or point of interest. 

These techniques are used throughout the village but some examples would be when players head towards the Blacksmith NPC.

  • The path bends downwards but doesn't completely reveal the NPC.  
  • The areas leaves are an orange hue which differ from the rest of the village
  • The entrance to this path has a lantern hanging above it signifying that the route is traversable.

All of these subtle hints entice players to explore this area. Once players have done so they are rewarded by finding the Blacksmith NPC. Players can then buy and sell weapons to the vendor

Looping Flow

Level flow describes how players navigate and experience a level.

For the village, I implemented a figure-eight design to emphasize a "looping" effect.

This looping effect creates a continuous, interconnected path system, allowing players to move smoothly without encountering dead ends or excessive backtracking.

It also ensures that players explore all areas of the hub and can always return to the central landmark, the "Tree" Landmark.

Overall this design reflects the "Circle of Life" theme, fitting within the nature biomes concept.

Entrance to the Village

Retrospective

The Village Hub allowed me to push myself and explore a side of level design that’s often overlooked, designing functional, player-friendly hub spaces that feel lived-in and intuitive.

My primary goals for this space were to:
• Work efficiently within a defined production timeline
• Create a layout that encouraged exploration while subtly guiding players toward key NPCs
• Ensure vendor locations were spaced in a way that minimized unnecessary backtracking or downtime

This level also allowed me to strengthen my set dressing skills and refine my workflow, learning techniques that will help me iterate faster and more effectively on future environments. I'm proud of the final result, a clean, approachable hub that supports gameplay without overstaying its welcome.

Thank you for taking the time to review my Village Hub work.

Gallery

*This level is liable to change as development continues*