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Genre: 3D Platformer

Type: Advanced Blockout

Engine: Unreal Engine 5.6

Tools: UE Blueprints, PureRef

Iterations: 2

Playtests: 1

Role: Level Designer

Description: Design of a small semi open world level with platforming sequences

Introduction

Play as a newly awakened Dreamer in a world suspended in the heart of the clouds.


Set out to discover mysterious floating lands, overcome every challenge that stands in your way, and prove your worth if you hope to achieve the rank of Exalted.

Project Details

  • Project Duration: 2 weeks

  • Responsibilities: Level Design

  • Playthrough: ~ 10 minutes

Overview

Haven is a semi open-world platforming level set in a floating celestial world, where the player awakens as a Dreamer seeking to become an Exalted.

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Progression is based on exploration and challenge completion, as the player gathers four sacred runes across different islands, each introducing a unique gameplay mechanic.

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Once all runes are collected, the player unlocks the final area and faces a vertical platforming sequence that tests their full mastery of the game’s mechanics.

What I worked on

Layout

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  • Built a compact semi open-world experience centered around 4 core objectives (crystals), allowing non-linear exploration and player autonomy

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  • Designed a calm exploration-focused environment, emphasizing visual storytelling and environmental detail

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  • Added short platforming sequences as gameplay beats, reinforcing engagement without disrupting exploration flow

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Scripting

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  • Developed NPC dialogue systems in Blueprints, supporting guidance and worldbuilding

Pacing​

 

  • Balanced exploration with light platforming moments, ensuring a consistent but varied gameplay rhythm

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Implementation​

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  • Handled level dressing with exterior assets, reinforcing mood, readability, and environmental cohesion

References

I drew inspiration from the floating planetary environments in No Man's Sky and the atmospheric world design of Laputa: Castle in the Sky, particularly in their use of scale, vertical exploration, and isolated floating structures.

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These references directly shaped the structure and mood of Haven’s semi open-world design.

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Blockout Workflow

How I Blockout

  • Defined the playable space and scale to frame the player experience and control traversal

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  • Designed the critical path to guide progression while maintaining clarity and engagement

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  • Developed a blockout focused on readability, flow, and player orientation

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  • Used landmarks and visual cues to naturally guide the player without explicit UI

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  • Established the intended intensity and gameplay pillars (stealth, exploration, tension) early in production

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  • Refined mood and player perception through lighting and environmental details

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  • Continuously iterated through playtesting, adjusting pacing, difficulty, and spatial design

Level Breakdown

1 - The player awakens on a floating island within a celestial world, immediately introduced to a sense of scale and mystery.

Early exploration leads to a small village inhabited by a benevolent NPC, who introduces the world’s rules and the player’s goal of becoming an Exalted.
👉 Goal: establish context, guidance, and motivation.

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2 - Progression is structured around the collection of four sacred runes, scattered across different islands.

Each rune acts as a gate to progression, requiring the player to explore and engage with different areas of the world.
👉 Goal: encourage exploration and non-linear progression.

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3 - Each rune is tied to a dedicated island and NPC, introducing a unique gameplay challenge.

These sections are designed to test and reinforce specific player mechanics, ensuring gradual mastery through repetition and variation.
👉 Goal: structured skill progression through isolated gameplay challenges.

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4 - Once all four runes are collected, the Lands of Fire are unlocked, previously inaccessible due to a flame barrier.

This creates a strong sense of progression and reward.
👉 Goal: reinforce accomplishment and unlock new gameplay space.

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5 - The final area presents a vertical platforming sequence, culminating in a climb to the top of the island.

This acts as a final mastery check, combining traversal skills learned throughout the level.
👉 Goal: final challenge + skill validation + narrative climax.

Level Breakdown.png

Level Walkthrough

1. Introduction World

Introducing the character to the world.

3. Follow the Wind

The wind guides the player to each rune.

5. Explore the Villages

1 of 2 villages on the island, NPCs to talk to

2. Overview of the World

Revealing the world and the main objective.

4. Purple Sage

Platforming in a quarry to obtain the rune of the Purple Sage.

6. Green Sage

Platforming from island to island to obtain the Green Sage Rune.

9. Last Ascencion

Last platforming sequence for the player.

8. On the Land of Fire

Introducing the final level.

10. Exalted Fire Sage

Talk to the fire sage, who reveal to the player that his journey is complete and that he can now become an exalted one.

7. Extinguish Eternal Fire

​Once the 4 runes have been recovered, a message appears indicating that the eternal fire has been extinguished.

Level Design Techniques

Landmark

This macro Landmark is the mission's goal. The player must reach this destination.

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Wind

A system of wind particles guides the player through each rune. 

Platforming

Platforming sequence with the character with the ability to fly.

Reveal

Reveal the world in an impressive way, by taking a step back and looking at the big picture.

NPC

NPCs populate the world, making it more lively and interactive for the player.

Closing Thought

Haven allowed me to explore a level design focused on verticality and freedom of movement, conceiving a world made up of floating islands accessible via a character capable of flight. I learned how to structure an open space while maintaining clear navigation, and how to balance the experience between moments of peaceful exploration and more demanding platforming sequences.

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The non-linear progression, centered around collecting the four runes in the order chosen by the player, prompted me to rethink the way I approached the objectives and overall rhythm of a level. Each zone had to be both autonomous and complementary in its progression, while maintaining a build-up in intensity right up to the final challenge.

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I also strengthened my skills in narrative integration by deepening my use of NPCs. Thanks to an interactive dialogue system (similar to the one used in Duke Island and The Wake), I was able to guide the player while enriching the universe with secondary characters who bring the world to life. This project taught me how to combine gameplay, narrative and immersion in a coherent and natural way.

Other Game Projects

Genre: 3D Platformer

Type: Game (~30 minutes experience)

Engine: Unreal Engine 5.3

Tools: UE Blueprints, Chaos, Jira, Perforce, Figma, PureRef

Iterations: 10+

Playtests: 10+

Role: Game & Level Designer

Description: Design one of the three level and creation of set pieces on a 3D platformer game

Genre: Action & Adventure

Type: Advanced Blockout

Engine: Unreal Engine 5.6

Tools: UE Blueprints, PureRef, Miro

Iterations: 8

Playtests: 7

Role: Level Designer

Description: Design of a linear level focusing on stealth, action and narrative sequences

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Genre:  Horror & Psychology 

Type: Blockout

Engine: Unreal Engine 5.6

Tools: UE Blueprints, PureRef

Iterations: 3

Playtests: 1

Role: Level Designer

Description: Design of a linear level focusing on stealth and horror sequences

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© 2026 Aris Manoukian, All Rights Reserved.

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