Heroes Park
Level Designer | Third person shooter
Summary
The scope of the project was to create an open world area for an action survival game. The first thing that I've done is to research a game similar to my scope, and I chose Days Gone.
At first, I made a study of an area of the map "Marion Forks", highlighting all possible points of interest and how the player approaches and moves within the area. Then I created a zone taking into consideration what I studied previously from the analysis.
This projects was done for a work test.
Project Details
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Project done in 1 week
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Created using Unreal Engine 5
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Focus on research and Open World Design
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Softwares used:
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Photoshop, Figma, Google Docs, UE5
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No packs used, all assembled and created by me through modelling tools in UE5.
Overview




Pre production
Analysis
Before creating the concept for the map of Days Gone, I studied an area of the actual map, "Marion Forks". I analyzed:
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Macro to Micro areas:
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​How player approaches the area arriving from outside to inside
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Landmarks:​
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Main Landmark​
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Micro Landmark
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Environment storytelling:
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​Signs​​
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Broken houses and cars
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ecc..​​
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Affordances
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Shape language
Check out the document:​​


Analysis document

Area creation
Level Design Document
Research and brainstorm
During the phase of brainstorming I wanted to create something different from the environments pattern in Days gone, something that players can remember easily. In that period I was reading a manga named "I am a hero", and it has a neat place, a shopping center with a ferris wheel. I thought was cool and I was inspired from the ferris wheel, then I started searching for some environment with a ferris wheel and I found "Tibidabo", a mountain park in Barcellona.
After that I started taking references.



Document Breakdown
Image to layout
Tibidabo was my main reference, then I decided to take a photo from the above of the park, study the territory and delimitate the macro area:
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Gameplay area
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Boundaries
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Objectives
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Landmarks
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I've also written a short story of the area for better position buildings and boundaries

Asset list
I've written on Excel an asset list to better visualize what I wanted on the area of the map and to facilitate communication with art department (in order to simulate job)

Macro to Micro
Decided where to place the gameplay area and boundaries, I defined the micro elements with some changes in the environment to hospitate better gameplay:
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Access points
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Interactables
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Obstacles
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Enemies
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Outside/inside buildings

Thoughts
I felt pretty inspired in this project and I am very satisfied with the final product.
But there are some touches about the map that I wanted to change:
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Metrics of the buildings and truck
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Boundaries of the map
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The area has only 3 access points and it's not really open to the game map.​
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After all was a very formative experience where I could learn how to better analyze and design an area of an Open World map
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