General Information
Unexplored was a solo project, that I created during my time with CGMA. The game was a small scale, Semi Linear, 3D, Adventure game, that had to be created under restraints, set by the course instructor. As the player, you are tasked with making it through the level, until you reach the temple at the end. Throughout the level, the player will be able to explore the flooded floors of the jungle and the ruins located around the area. The game is semi linear, meaning there are multiple ways to explore the area and progress. This project was created on Unreal Engine 5.
The game is built on 3 core pillars:
Variations of play, having more than one way to progress through the level.
Jungle theming, the level was built on the restraint of it being tied to a jungle theme. This theme would carry on throughout the level.
Constraints, making sure that the project was keeping in line with restrictions given to me by the course lead.
As the level designer, my responsibilities included:
Level planning/Research
Establishing metrics
Blockout
Playtesting and iterating
Encouraging player experimentation (By having multiple ways of progressing through the level.)
Conception & Research
After confirming that I knew the project's restrictions, I began planning our entry for the project. Given the constraints, of it being semi linear and that the theme had to be a jungle setting. I set on with looking at games and real life settings that best suited that type of theme. I eventually came up with the idea of ruins found in a jungle environment, using real life ruins as an example. I also took inspiration from games like Tomb Raider & Uncharted.
Paper Design
During the development of the level plan and paper design, I focused on adhering to the constraints while also aiming to create an engaging level. I devised the concept of the area surrounding the jungle being flooded, a natural theme due to the rainfall. This allowed me to incorporate platforming elements into the level, requiring the player to navigate the water by jumping across rocks to reach different areas and ultimately the final destination.
Another idea I had for this project was to envision it as part of a larger level, where the player character had recently descended into this flooded basin. The temple at the end of the level would serve as a checkpoint, marking a transition to a new area or theme distinct from the rest of the project.
An idea that I created while creating the paper design of the project, was to have a mountain at the back of the section. This would be where the temple would be located, having the temple built into it. Not only did this make a nice backdrop to the level, but it also separates the final part of the level from the players eyesight, meaning they would be surprised when they see the temple door for the first time.
Iteration
The provided screenshots from the project blockout highlight the platforming elements and demonstrate the attention to detail in ensuring the environment's scaling aligns appropriately with the player character.
Additionally, these screenshots confirm that the project constraints were satisfied, showcasing the jungle theme and incorporating multiple pathways to traverse and explore the level.
Conclusion
I am pleased to have created this level, as it not only fills a gap in my portfolio with its non-linear design but also reflects the significant improvement in my skills since I began. A notable comparison on my portfolio would be between my first solo project, Project Blood, and this, one of my most recent projects, completed in February 2025.