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Third Person Blockout
Level Video

Level Analysis

Time
1 Week, December 2023

Genres
Third Person, Action shooter, Singleplayer

Technology used
Blockout - Unreal Engine 5
Screenshots and map - Photoshop
Video gameplay - DaVinci Resolve 

Analysis:
With this level, I wanted to show how I use sharp edges, diagonal geometry and lights to guide the player's eyes inside a non-linear level. In the images above, you can see how all the columns and walls play a role in the composition, pushing the player toward a certain direction and giving a feeling of greatness in the level's architecture.

The image on the right illustrates what is the main focus of the level and where the player should go, using verticality in the map to give a reference to the player to better navigate the level and to create a point of interest.

A giant vertical gate.

In this frame, the peripheric geometry creates a push toward the central bottom of the view and the central pillars push this space toward the upper centre, creating a feeling of awe. Or at least, this is the intention!

This pattern is repeated on the map multiple times even if on a smaller scale.

The corridors play an important role too, since their shape has been tuned in a way that creates a sharp angle, pushing the player's attention toward a certain point (the triggers to open the central gate), as can be seen in the screenshot on the right.


The lights have an important role in this since they can enhance the geometry and play both as a level design tool and as a scenographic element, to be improved by the capable hands of the 3D & VFx teams.

With them, we can create "lines and arrows" using hard corners and shadows that can help to solve the issue of "turning stairs" and help the player to orientate while turning the camera 180°, as shown in the image on the right.

This combo of light and geometry
 has been used in different corners and corridors, to direct the player toward the level's critical points.

Another important component of the level is the uniqueness of the different level ambient while maintaining a coherent style. In this way, the players can clearly distinguish an area by its unique composition and design.
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TPS Level Paper Design - Merged Second Floor - Pathways.png
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