Albin Pettersson

Level Designer & Game Designer

LUNAR VANGUARD

A third person action adventure experience

Introduction

This project focuses on visual storytelling, immersive environments, and dynamic combat encounters. My goal was to guide the player naturally through the world while building tension and reinforcing player agency.I aimed to create a believable experience where level design, atmosphere, and gameplay work together to engage the player and support a strong sense of immersion.

Breakdown

- 6 Weeks half-time

- Unreal Engine 5.6

- Focus on: Visual storytelling, Combat encounters and immersion

External Assets

- Combat Template

Ultra Volumetrics

- Low poly helicopter

- Low poly Tank

-Bell Boeing v22-Osprey

- Fire VFX

-Low Poly Barn Owl

    Trailer

    Overview

    7.  Burning tree stump
    8. Enemy army
     9.  Inside of Tower
    4.  Cannon Fire
    5. The Enemy Scouts
    6.  The Mountains
    1.  Village Introduction
    2. Establishing shot
    3.  The crash site
    10. Bridge Introduction
    11. Hand Stair

    Level Breakdown

    Act 1

    Village Introduction

    I introduce the environment where I focus on visual storytelling to onboard the player. I keep the mechanics and gameplay elements simple to not steal focus from the environment and story I'm trying to present.

    I subtly set up the motivations and a call to action for the player through the visual narrative before reaching the flight platform.

    Establishing Shot

    I designed a guided establishing shot to  reveal my landmark glowing tree and a foreshadowing with the large cannon that comes in later. I layered other characters flying in to build expectation, then subverted it with an emergent conflict with the owl chasing the helicopter. Then I redirect the player to follow them and transition into the crash site.

    The crash site

    Here the first combat encounter takes place. The island is fairly empty keeping it simple. I focus on covers and letting the player sneak and engage the combat scenario whenever they want from a vantage point, giving the player agency while also making it fairly easy to get the player onboarded with the combat.

    Cannon fire

    The world gets disrupted and increases the tension by collapsing the tree as a major world-state change. I foreshadowed the cannon earlier and familiarized the player with the environment before I make this drastic change. My goal here is to set up future challenges and hint at the enemy’s scale and power, while also setting up the cannon as a long-term goal for the player.

    Act 2

    The enemy scouts

    In this second combat encounter I try to emphasize the visual storytelling by having the small moon statues that the player can easily connect back to the home village. I'm trying to highlight that this area is supposed to be part of your tribe's land. I utilize patrolling enemies here acting as a scout unit, while trying to sell the story that they have already reached your tribe's lands to create a sense of urgency.

    The mountains

    After selling the urgency I leave the player plenty of space to run and traverse while also utilizing some camera perspective changes to keep it interesting. Here I'm actively trying to give the player some breathing room after the combat area to vary the gameplay a bit to keep the player hooked. The segment ends off with a funnel into a one-way valve by jumping off the cliff into the lake.

    Burning Tree Stump

    The burning tree stump is designed to be a step up in difficulty and tension from the previous traversal segment. I create a big shift in atmosphere here with the fire and smoke to help avoid visual fatigue and implement some extra visual storytelling with the dead owls and the reveal at the end of all the fallen friends at the battlefield. Ending it with another flight sequence on one of the fallen soldiers' owls to get closer to the cannon.

    Act 3

    Enemy army

    After exiting the cave I use a hard reveal of the cannon followed by a highlight of the large army. Here my goal is to make the player feel small and the tension. I try to make it very clear that the player by themselves stand no chance against the full army, and instead suggest the player to find alternative paths. Having introduced to the player earlier that they can swim in the water I once again utilize it here as a stealthed path.

    The infiltration

    For this area I aim to create a more complex and difficult combat encounter. More patrolling enemies, shorter sightlines and a bit more inconvenient covers. The player is also at a disadvantage here being at the low ground unlike the previous encounters. I also opt for a bit more exploration here with pickups and scavenging of enemy supplies. After defeating the last enemy I also incorporate a vista where the player can look back on earlier areas to create a sense of progression.

    The last gambit

    Right before reaching the cannon, I present a smaller control room to help with the mental map of the player. After planting an explosive at the cannon, the player is met with a dead end. I force the player to backtrack but now with the higher ground advantage where new enemies keep coming to storm the player, making for a more intense and epic final gambit.

    The Finale

    I want the level to end with a bang and leave a memorable impact where the player feels satisfied completing the objective. Presenting the large aircraft enemy, I'm trying to make the deus ex machina even more impactful while also utilizing a callback to the very start of the level by having the village chieftain that was rallying the tribe being the savior. I utilize one last flight sequence this time on the chieftain's owl to highlight the destruction of the cannon and the escape.

    Process

    Blockout

    I use funnels before my reveals and where I want to control the player's view for a nice vista. For these compositions I like to have a clear reference to start from and most often take these from a game with similar player perspective. For this one I took inspiration from the trailer of Sea of Remnants as shown below where I also showcase the progression of this specific reveal.

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    I prioritize getting the level playable early from start to end to allow playtesting and get started with the iterative process as early as possible. When I'm satisfied with the pacing and flow of the map, I then move on to refining the blockout.

    I also make sure to spend some time working on the lighting and mood of the level even in the earlier stages after I have a draft of the rough blockout. Since the level takes place during the nighttime in the strong moonlight, getting a feel for this early on really helped with the immersion but also to decide how I could utilize lighting to guide the player, highlight various areas and create a bit of contrast between different zones.

    The Camera

    Dynamic
    Camera  Zones

    I use the camera as a design tool in this third-person experience to frame points of interest, subtly guide navigation, and lock perspectives for more cinematic moments. My goal was to enhance scale and immersion, while avoiding taking too much control from the player. To achieve this, I created camera zone triggers that can:

    - Limit the perspective

    - Auto-frame in set angles

    - Automatically lerp to specific camera angles

    - Zoom in and out

    I solved the problem of taking away player control by using them fairly sparingly in the traversal areas in specific moments. Below I showcase how I utilize them in the final product

    arrow1

    Combat Areas

    For my combat encounters, I aim to keep them dynamic and reinforce a sense of a living world. In this scout encounter it is a race against time. After a one-way drop down, the player reaches a vantage point that telegraphs enemy positions and patrol routes where the player can see them splitting up.

    I also play with player expectation, making the two-enemy path more readable and the single-enemy path more punishing.

    Top path:If the player acts quickly, they can secure a cover and control the engagement. Main path is more open, with longer sightlines and space for kiting. However, it functions as a commitment, requiring the player to engage all three enemies before accessing the reward.

    Bottom path:The lower route appears safer, with only one visible enemy, but introduces a one-way drop that forces low ground disadvantage and lowers the player's prospect, not knowing where the remaining patrol is. As a risk-reward, it offers access to loot earlier, enabling potential recovery or power-up before the remaining encounter.

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    Reflections

    If I were to revisit this project, I would spend more time refining the combat encounters, especially in more complex areas, to improve clarity and ensure the player always has a strong sense of control. Another important thing I could have done better was making the goals and objectives a bit more clear. While I think I managed to set up the conflict in a clear and concise way, I could have done a better job at conveying what the player characters role in this conflict is to then help emphasize the goals and objectives.

    I would also explore more player agency, especially for the traversal areas, and opt for a bit more exploration to make the world more believable, immersive and interesting. Given the scope of this project this was of course difficult but a better way would maybe have been to include fewer areas and instead expand on those more.

    Overall, this project was both challenging and rewarding and a nice contrast from my previous puzzle-game project. It helped me develop a stronger understanding of pacing, player guidance, and how to combine combat, level design, and environmental storytelling to create a more immersive experience.



    Thanks for reading! :)

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