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Overview

As a player, exploring ancient ruins, discovering mysterious locations, and solving interesting puzzles are the things I love about Tomb Raider games. Therefore, I was excited to learn how to create the level ingredients that make the Tomb Raider puzzles so fun to solve.

individual

tech Level

design

UE5

8 weeks

UNIVERSITY PROJECT

overview

Project description

project description

In total, I built five puzzle elements: a movable object, a door, a button, a collapsing floor, and a moving platform. All the elements are inspired by different story puzzle ingredients from the Shadow of the Tomb Raider. The elements aren't meant to be used for recreating any certain puzzle but rather give a selection of triggers and events that can be used to make a puzzle similar to those found in the Shadow of the Tomb Raider.

What I did during this project

 
Responisibilities
  • Researching and analysing Shadow of The Tomb Raider puzzle design

  • Creating flowcharts for each puzzle element and evaluating the implementation difficulty

  • Prototyping the puzzle elements

  • Creating a demo level and gym

  • Designing gameplay beats

  • Researched blueprint communication methods

Project Timeline

project timeline

research

analysis

pre-production

production

release

Playing reference game

Analysing the puzzles and their elements

Selecting puzzle elements

Analysing the work logic of chosen elements

System sketches and graphs

Researching blueprint communication

Prorotyping

Implementing the systems

Testing and iterations

Demo level

'How-to' documentation

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Level Design Overview

tech level design

DEMO level playthrouhg

During my research into Shadow of the Tomb Raider puzzles, a few level design rules became evident when analyzing the puzzles, which I tried to follow when creating the demo level.

puzzle element set-up demo

In this video, I demonstrate how the puzzle elements can be used in a level since the goal of the project was to make a toolkit that other level designers could use in their levels. As can be seen, the pipeline of setting up the elements is very simple and fast, which is a clear advantage of the kit.

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Workflow Breakdown

workflow breakdown

research

My research consisted mainly of sketches and paintovers of the puzzles. Since my goal was to learn technical level design with this project, I focused mostly on breaking down how the puzzle elements work in the game rather than studying the player experience.

analysis

I made a choice to include only the most common puzzle elements in my final breakdown since they would have the widest range of applications. I created a flow chart for each element, which helped me think through the implementation logic, so, I could more easily build the elements.

development

As a part of the implementation process, I researched different methods of blueprint communication since it was required to build all the systems. I had very little prior experience with blueprinting at the time, which is why researching this was a perfect learning opportunity for me.

demo level

As the final step of the process, I created small gameplay experiences to demonstrate the application of my toolkit. I created a gameplay experience inspired by the Shadow of the Tomb Raider puzzles.

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Conclusion

conclusion

 Positive take-aways 

  • Since it was my first technical level design project, I was very pleased with my learnings from this project. It gave me a basic understanding of what goes into developing level ingredients.

 Improvement points 

  • Looking back at the visual presentation of the ingredients, I would use level prototyping grid texture and color-coding instead of the unrelated and misleading textures I used in the project. 

  • I would put more effort into building a demo level that would sell the idea better since the current level doesn't capture the essence of a Tomb Raider puzzle, which I could improve on by spending more time designing the level and prototyping different gameplay scenarios in the gym.

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