
Duke Island
Action & Adventure Level
Introduction
Play as a sailor who dreams of catching Captain Shady Duke's legendary treasure.
To do this, pass the trials and prove yourself worthy of the treasure.
Project Details
-
Project Duration: 3 weeks
-
Tools: Unreal Engine 5
-
Responsibilities: Level Design
-
Playthrough: ~ 10 minutes
Exploration

Action


References
For this project I drew inspiration from the pirate islands of Sea Of Thieves, with a little inspiration from the final levels of Uncharted 4.

Overview
Blockout Workflow
How I Blockout
1 - Choose the size of the playable space
​
2 - Define the main path
​
3 - Create a basic layout for the player
​
4 - Place a visible landmark to guide the player through the level
5 - Define the intensity of the level (combat, exploration...)
​
6 - Add props & lighting to enhance the mood of the level
​
7 - Constantly playtest in-game for proportions and flow of the level
Level Breakdown
The player begins on the docks of a pirate town. An NPC tells him about a hidden treasure and sends him to meet Anderton, on the other side of town.
​
The player is free to explore the town, chat with the locals and discover the universe at his own pace.
​
After talking to Anderton, he sets off for the Isle of Wrecks. Between battles with skeletons and navigation through ship wrecks, the player progresses to a fisherman whom he frees. In exchange, he is offered a boat.
​
The level ends in a cavern, where the player goes through a series of platforms and battles before reaching Captain Shady Duke's treasure.

Level Walkthrough
1. Introduction into the Town
Introducing the character to the world.

2. Town Shops
Can visit stores to buy items to help in the next level (not implemented).

3. Town NPC
Talk to NPCs to find out more about the island.

5. Combat and Shipwreck
​On the island of shipwrecks, battles against skeletons and the collection of small treasures.

7. Going to the Treasure
Sequence in which the boat makes its own way to the cavern.

9. Last Fight
Once the platforming sequences have been completed, a final battle awaits the player.

4. Anderton
Anderton is the boatman who takes the player to the island of wrecks.

6. Free the Fisherman
Once the fight is over, the fisherman is free and gives his boat to the player.

8. Exploration and Platforming
Introducing the final level with platforming and exploration.

10. The Ship of the Captain
​Visibility on the captain's boat, with a beam of light on it to accentuate the effect.

11. The Captain
Last sequence where the player talks to the captain and remains stuck on the island forever.

Level Design Techniques
Landmark
This macro Landmark is the mission's goal. The player must reach this destination.
.png)
Enemies
Enemy, providing tension and challenge.

Platforming
On the last section, the player must combine precision and speed to avoid falling.

Closing Thoughts
This project allowed me to take a real step forward in the way I think about and build a level. I've learned to reinforce the way I use space to tell a story, and to ensure that each zone serves the gameplay, navigation and overall atmosphere of the level.
​
I also improved my rhythm: when to slow down, when to create tension.
​
Thanks to regular feedback during my training at CGMA, I've developed a real rigor in iteration. I've learned to stand back from my work, identify what works and what doesn't, and adjust my intentions accordingly.