Masters
Master's Project: Narrative Level Design in Unreal Engine 5
In my Master's project, I explored innovative techniques in narrative level design, procedural generation, and player psychology to create an immersive, story-driven environment. Using Unreal Engine 5, I designed a small-scale level that tells a subtle narrative without directly telling the player, focusing on environmental storytelling and engaging mechanics.
Key Features of the Project:
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Non-Playable Characters (NPCs): I designed an NPC named Jack Bones to explore how players emotionally bond with characters through shared experiences. Players interacted with Jack Bones through weight-based puzzles, creating a sense of companionship.
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Desire Path Theory: I implemented natural walkways using texture and topology to guide players through the environment, blending psychology with level design.
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Volumetric Post-Processor (VPP): I developed a custom shader to unify the art style of multiple asset packs, giving the game a cohesive, cartoonish look.
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Puzzle Design: I created physics-based puzzles, such as pressure plates, to engage players and support the narrative.
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Object-Oriented Level Design (OOLD): I used environmental storytelling, such as dilapidated structures and interactive objects, to hint at a larger narrative.
Challenges and Learnings:
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Time Management: I faced challenges with time constraints, which led to some features being cut or simplified. This taught me the importance of structured planning and prioritizing core mechanics.
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Player Testing: While I successfully implemented the Desire Path theory, limited playtesting highlighted the need for broader user feedback to validate design theories.
Skills and Expertise
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Unreal Engine 5: Proficient in using UE5 for level design, physics-based puzzles, and procedural generation.
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Volumetric Post-Processing: Developed custom shaders to unify art styles and create cohesive environments.
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Narrative Level Design: Specialized in environmental storytelling and subtle narrative techniques.
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Puzzle Design: Experienced in creating physics-based puzzles that engage players and support the game’s narrative.
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Procedural Generation: Explored foliage generation and automation tools to streamline level design.
What’s Next?
While I consider this project a stepping stone, I plan to refine it into a more polished, playable prototype. My goal is to continue exploring innovative level design techniques and push the boundaries of environmental storytelling in games.