

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.
​
Progression is based on exploration and challenge completion, as the player gathers four sacred runes across different islands, each introducing a unique gameplay mechanic.
​
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
​
-
Built a compact semi open-world experience centered around 4 core objectives (crystals), allowing non-linear exploration and player autonomy
​
-
Designed a calm exploration-focused environment, emphasizing visual storytelling and environmental detail
​
-
Added short platforming sequences as gameplay beats, reinforcing engagement without disrupting exploration flow
​​
​
Scripting
​​
-
Developed NPC dialogue systems in Blueprints, supporting guidance and worldbuilding
Pacing​
-
Balanced exploration with light platforming moments, ensuring a consistent but varied gameplay rhythm
​​
​
Implementation​
​​
​​
-
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.
​
These references directly shaped the structure and mood of Haven’s semi open-world design.

Blockout Workflow
How I Blockout
-
Defined the playable space and scale to frame the player experience and control traversal
​
-
Designed the critical path to guide progression while maintaining clarity and engagement
​
-
Developed a blockout focused on readability, flow, and player orientation
​
-
Used landmarks and visual cues to naturally guide the player without explicit UI
​
-
Established the intended intensity and gameplay pillars (stealth, exploration, tension) early in production
​
-
Refined mood and player perception through lighting and environmental details
​
-
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.
​
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.
​​
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.
​​
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.
​​
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 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.
.png)
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.
​
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.
​
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.





