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Level Designer

The Veiled District

DESCRIPTION

After waking up unconscious on a bus, Kani recalls the police raid on her hometown, Dharavi, and attempts to escape armed guards to reunite with her family.

 

As she makes her way back, a series of unfolding events and environmental encounters gradually reveal what is truly happening and why Dharavi was targeted.

ROLES AND TASKS


During the Development Cycle of the project, I act as the Level Designer

 

  • Ideating and Documenting Level 

  • Gathering Refs & Sketching Layouts

  • Making LDDs

  • Blocking Out Level 

  • Iterating on Feedback

OVERVIEW

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PROJECT BREAKDOWN

- 7 Weeks Full Time

- Solo Project

- Made in Unreal Engine 5.6 

- Scripted Event by me in Unreal Engine

- Using Blockout Tools Plugin, Blockout Starter Pack, AGLS Template

GOALS

My goal was to design a proper introduction level that leads with worldbuilding. Through this project I wanted to deepen my knowledge of Sequencers, advanced design techniques, and environmental storytelling.

DESIGN PILLARS

ENVIRONMENTAL STORYTELLING

SPATIAL CONTRAST

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PACING & GAMEPLAY BEATS

VISUAL LEASHING

OVERVIEW MAP

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1. Walk Through Interior Alley

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2. Statue Breaks Down

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3. Gunshots Nearby

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4. Explore Abandoned Flat

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5. Reveal of Guarded Road

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6. Cross Guarded Road

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7. Explore Ruined Slum

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8. Reach Redevelopment Disrict

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9. Walk Through Factory

Walkthrough & Design

ACT 01

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ACT BREAKDOWN

The opening act drops the player into the aftermath of a riot. The air is thick with smog, sirens wail in the distance, and the streets feel anything but safe. Before the player can get their bearings, the only path forward is violently cut off, making it immediately clear that this world is unstable and unpredictable.

 

This section is less about gameplay and more about establishing tone, setting the stage for everything that follows.

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DESIGN TECHNIQUES

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LANDMARK

The first thing the player sees is the silhouette of a statue ahead of them. It reads clearly against the background and acts as a Weenie, pulling them naturally forward.

BAIT & SWITCH

As the player moves forward, an open road with a light hints at the way ahead, then a rioter throws a molotov at the statue, cutting off the path entirely. A new route opens up through a small apartment on the side, forcing the player to reorient and pushing them off the beaten path.

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AFFORDANCES & SIGNIFIERS

To help the player understand how to navigate the new path, I layered several signifiers. Headlights highlight a moveable box, hinting it can be interacted with. Pushing it toward the bus, climbing up, and entering the apartment feels discovered rather than instructed.

LEADING THE PLAYER

After a brief moment of silence, chaos picks back up. Gunshots and lights draw the player's eye toward a nearby building, and an open window lit by the cold blue glow of a TV stands out sharply against the warm street lighting, guiding them naturally toward the next path.

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AFFORDANCE

The Highlighted Movable Box acts as the "Affordance", Giving the player an idea that the box can be moved and climbed to reach somewhere

SIGNIFIERS

The Highlighted Green Sections on the Bus and the Box act as the "Signifiers", Telling the player what and where can be climbed

CONTRAST

I Play with the Contrast in this scene, Both the Blinking Car Headlights as well as the long Shadow highlighting the Box, 

ACT 02

Events

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ACT BREAKDOWN

The tension shifts indoors. The apartment is silent in a way that feels deliberate, a brief exhale before things escalate. As the player moves through, the district reveals itself ahead, and with it, the scale of the military presence blocking the way. Getting across the road undetected is the only way in.

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SIGNPOSTING

To guide the player toward the exit, I use a distinctly colored door paired with a UI prompt keeping it simple and readable without breaking the atmosphere.

SCRIPTED ENCOUNTER

As the player opens the door, a person lunges at them, triggering a short cutscene of the player struggling to push them off.

 

Tying the cutscene to the door-opening mechanic means it never feels out of nowhere. The player is already mid-action, so the surprise lands naturally. 

Tying the cinematic moments in the player's own actions so the transition between gameplay and cutscene is invisible.

POIs

Walking through the apartment, the open balcony window positions the player toward the slum entrance directly ahead.

 

From here they get their first look at the streets below. Army patrols moving through, setting the tone for what's ahead.

BREADCRUMBING

The vehicles scattered across the road guide the player naturally toward the entrance,  while also doubling as cover from the patrolling guards.

ACT 03

Events

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ACT BREAKDOWN

Finally inside the Veiled District, the architecture is chaotic and claustrophobic, streets folding into each other with no clear logic. But what stands out more than anything is the quiet. A place this dense should not be this empty, and that tension carries the player through to what the level has been building toward all along.

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ARCHITECTURE

The opening street feels relatively open, its chaos visible and external, scattered vehicles, fire, things out of place.

 

The district flips that. Here the chaos is baked into the architecture itself, wires strung everywhere, buildings encroaching on each other, shops misaligned and spilling into walkways that barely exist.

 

Nothing is straight. The disorder is not something that happened to this place, it is just how it is.

FORESHADOW

As the player moves through the district, a building in the distance keeps appearing between the gaps. Never fully visible, just enough to register. 

FUNNEL BEFORE REVEAL

The building is finally revealed as the player crouches into a new area. A half constructed tower standing tall above the low sheds around it, impossible to miss.

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APARTMENT BUILDING

I use smaller Cold Temperature Lights to set the mood of the apartment, to create more tension and fear in the place
That along with the hum of the tv, total quietness and disheveled house sets the mood of the apartment in an eerie way

THE STREETS

I use smaller Cold Temperature Lights to set the mood of the apartment, to create more tension and fear in the place
That along with the hum of the tv, total quietness and disheveled house sets the mood of the apartment in an eerie way

SLUMS

I use smaller Cold Temperature Lights to set the mood of the apartment, to create more tension and fear in the place
That along with the hum of the tv, total quietness and disheveled house sets the mood of the apartment in an eerie way

LIGHTING

I use smaller Cold Temperature Lights to set the mood of the apartment, to create more tension and fear in the place
That along with the hum of the tv, total quietness and disheveled house sets the mood of the apartment in an eerie way

WORLDBUILDING

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TECHNICAL DESIGN

BLUEPRINTS

I made several Blueprints, to ease the development of the level.

 

These mainly spanned from blinking lights, the Car horn at the start, simple triggerboxes for sequencers, as well as smooth transitions from gameplay to cutscene to back to gameplay

SEQUENCERS

GUNSHOTS SEQUENCER

As the player progresses, an open road with a light is also revealed, hinting it as the next way through. 
Then immediately a rioter throws a molotov at the statue, blocking the only pathway in front of them
I then reveal a new pathway on the side through a small apartment

HELICOPTER

SEQUENCER

As the player progresses, an open road with a light is also revealed, hinting it as the next way through. 
Then immediately a rioter throws a molotov at the statue, blocking the only pathway in front of them
I then reveal a new pathway on the side through a small apartment

ENEMY ATTACK SEQUENCER

As the player progresses, an open road with a light is also revealed, hinting it as the next way through. 
Then immediately a rioter throws a molotov at the statue, blocking the only pathway in front of them
I then reveal a new pathway on the side through a small apartment

LEVEL STREAMING

Since I started ideating in blocks, as can be seen in my sketches, I decided to blockout my sections in sub levels


This made it easier to move these sections around, and ideate the layouts in engine. This setup also allowed me to setup level streaming, loading out previous sections of the level to save on performance

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Establishing Shot

The player starts on a unusually Dark and Gloomy Street, A Riot has taken place and its events has lead to a burnning and foggy street. The Player is Directly glued to the Statue upfront, acting as a Guidance which hopefully leads to a safe zone.

THE PROCESS

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Gathering References

For Inspiration I gathered multiple reference images, and categorized them into multiple headings. From this I jotted down level ideas, as well Observations on the details. I would use these observtions as my guiding lines when starting the blockout

Sketching and Figuring out Beats

I started with a very rough sketch on paper, just to note things down, with that I later figured down the beats and what happens every beat.

 

Once I had the Beats layed out, I started drawing every sequence in proper detail, stuff like how long every beat would be, enemy placement, explorable areas etc. 

Finally after sketching out all the beats, I drew multiple version of the map by placing the beats in multiple layout versions

Iterations

I During the Blockout stage, the level went through multiple iterations, as i figured how I want sequences to occur. Setting up Sightlines, Explorable Areas, Triggering Cutscenes etc.

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Playtests

Throughout the Development of the game, I conducted multiple playtests with 30+ people

 

After the Playtests, the playtesters would answer a specific set of questions which I would note down, I would also write down some observations by watching them play the game.

 

I collated all of these into a big Feedback Document, noting down multiple possible solutions based on them, which would then be shared with the entire team for further discussion.

These Playtests Collated to Multiple additions to the game such as

Knockback Indicator

QuickShots

Dynamic Camera

My Role And Responsibilities as Scrummaster

I took over the role of Scrum Master from Week 3 to Week 8 of production.

During this period, I ran the Daily Standups, Sprint Reviews, and Retrospectives, and I was responsible for managing the KanbanFlow board.

I also met with each discipline to help streamline their workflow for the sprint, track progress with burndown charts, and ensure the team stayed aligned and on schedule.

Reflection 

Overall, I'm very happy with how the project progressed. I started this as a side project during my usual classes to improve upon my level design skills. Mainly in creating more Detailed Blockout and Environmental Storytelling, while trying to mimick a proper Industry Workflow. This is still a WIP project and ill update the project as it progresses.

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