I was assigned the responsibility of crafting an immersive experience, with a primary emphasis on 3D level design, utilizing the provided tools within the sandbox game creator. My aim was to push my creative boundaries by constructing a level characterized by a natural flow that simultaneously presents a substantial challenge to players. This environment offers opportunities for exploration, featuring side quests, item collection, combat and small platforming sections.
WorkFlow
I designed the layout for player spawn locations, creating a peaceful beach setting where the player will be introduced to their primary quest.
Completed the initial beach area and crafted a counterpart on the opposite side of the island, featuring an enemy encampment that players must eliminate as part of a quest.
Designed an underground tunnel linking the two beaches, offering players multiple approaches to tackling the quest. This tunnel also functions as a shortcut and is subtly hinted to the player by an in-game NPC.
Initiated the process of designing the layout for the underground dungeon.
Developed the ultimate configuration for the dungeon, seamlessly connecting both beaches. Upon successfully completing the dungeon, players gain the chance to activate minor shortcuts.
Green circle opens the locked gate that connects the dungeon's entrance to the initial beach
The red circle gives access from the dungeon to the second beach, thereby creating a new shortcut as players advance through the dungeon.
Orange circle establishes a connection between the initial dungeon area, an underwater cave, and the tunnel linking the two beaches.
Completed the dungeon rooms and added small details
Designed a platforming challenge featuring a hole in the top-left corner of the dungeon, providing access to the lower sections of the dungeon.
Completed dungeon and added enemies
Added functional gates that are unlocked by collecting certain keys
Incorporated a quest, assigned by an NPC located within the underwater cave and confined to a cell, which tasks the player with eliminating the enemies inhabiting the dungeon.
Applied an additional terrain layer to conceal the dungeon and introduced a new hilltop vantage point, offering players an unobstructed view of the primary objective—the mountain.
Added an NPC that gives a collectible quest, located at the hut on the hill
Added extra layers of verticality
Added final details and the main landmark the player needs to reach inorder to complete the final quest (mountain)
Added extra details and quests
Polished level where it felt necessary after playtesting
Gameplay Video