
Haven
Adventure & Platforming Level
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
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Project Duration: 2 weeks
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Tools: Unreal Engine 5
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Responsibilities: Level Design
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Playthrough: ~ 10 minutes
Exploration

Platforming


References
For the references, I drew inspiration from the flying islands in No Man's Sky and one of my favorite animated films, Laputa: Castle in the Sky.

Overview
Blockout Workflow
How I Blockout
1 - Choose the size of the playable space
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2 - Define the main path
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3 - Create a basic layout for the player
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4 - Place a visible landmark to guide the player through the level
5 - Define the intensity of the level (exploration, platforming...)
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6 - Add props & lighting to enhance the mood of the level
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7 - Constantly playtest in-game for proportions and flow of the level
Level Breakdown
The player awakens on a floating island, lost in the middle of a celestial world of mysterious landscapes. Exploring the surroundings, he discovers a village inhabited by a benevolent character, who reveals the true nature of this world and the path he must follow to become an Exalted.
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To fulfill this destiny, the player must first appease the Lands of Fire, a fiery island inaccessible until its flames are extinguished. To achieve this, he must find the four sacred runes of the Great Sages, scattered across the islands.
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Once on the main island, the player is free to choose the order in which he or she collects the runes. Each challenge is unique, guided by a dedicated NPC, and requires the player to master a specific gameplay or mechanic.
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When he finally possesses all four runes, the flames dissipate, opening the door to the Lands of Fire. There, a final challenge awaits: a vertical platforming sequence leading to the top of the island. Only by overcoming this ultimate climb can the player achieve his goal and rise as an Exalted.

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.

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

9. Last Ascencion
​Last platforming sequence for the player.

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.

8. On the Land of Fire
Introducing the final level.

10. Exalted Fire Sage
Talk to the fire sage, who reveals to the player that his journey is complete and that he can now become an exalted one.

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 Thoughts
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.