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Notes on Level Design - Antarctic Base

Original Level: https://www.artstation.com/artwork/l09wk

A collection of sketches, images, diagrams, and bad handrwriting detailing the thought process behind the level design of my Antarctic Research Base project. These are just some captioned images that hopefully convey the gist of the process that took place. If you are interested in a more in-depth read about how everything worked out, here's a link to the dedicated blog post on my website:

https://harrym45.wixsite.com/artist/single-post/2018/07/15/Antarctic-Base---Notes-on-Level-Design

First iteration of the level's static terrain from World Machine. Notice the small rise in the middle of the valley, forming a narrow passage between north and south.

First iteration of the level's static terrain from World Machine. Notice the small rise in the middle of the valley, forming a narrow passage between north and south.

First In-Engine terrain test and initial level greyboxing. Static terrain intersected by Unreal's generated terrain which will be used for the playable area.

First In-Engine terrain test and initial level greyboxing. Static terrain intersected by Unreal's generated terrain which will be used for the playable area.

First greyboxing rounds reveal level to be too bland, lacking any landmarks or areas of focus or player paths for gameplay potential. Valley shape for terrain fails to mask horizon sufficiently.

First greyboxing rounds reveal level to be too bland, lacking any landmarks or areas of focus or player paths for gameplay potential. Valley shape for terrain fails to mask horizon sufficiently.

Back to the drawing board. Decisions made: change terrain to a more cradle-like shape to surround the base, and Introduce dome to act as central landmark.

Back to the drawing board. Decisions made: change terrain to a more cradle-like shape to surround the base, and Introduce dome to act as central landmark.

Second iteration of the World Machine generated terrain. Much more suitable arrangement of mountains this time. Covers all sides while still looking natural and not claustrophobic.

Second iteration of the World Machine generated terrain. Much more suitable arrangement of mountains this time. Covers all sides while still looking natural and not claustrophobic.

Second round of in-engine greyboxing for the base, this time including the Mc Murdo Station-inspired dome.

Second round of in-engine greyboxing for the base, this time including the Mc Murdo Station-inspired dome.

Exploration of potential player paths to introduce gameplay. Narrative considerations for the level are taken for the first time.

Exploration of potential player paths to introduce gameplay. Narrative considerations for the level are taken for the first time.

Early sketches experimenting with the new layout and suggested player paths. Buildings arranged on radial armatures coming from the dome to create sight lines and multi-angle vistas.

Early sketches experimenting with the new layout and suggested player paths. Buildings arranged on radial armatures coming from the dome to create sight lines and multi-angle vistas.

Gathering reference and playing around with the aesthetics of the level. Figuring out how everything's going to look like. Colour palettes, textures, smaller assets, etc. Heavy inspiration taken from the old McMurdo station in the south pole.

Gathering reference and playing around with the aesthetics of the level. Figuring out how everything's going to look like. Colour palettes, textures, smaller assets, etc. Heavy inspiration taken from the old McMurdo station in the south pole.

Second iteration of the static terrain tested in-engine, in combination with the level blockout and textured landscape.

Second iteration of the static terrain tested in-engine, in combination with the level blockout and textured landscape.

Planning of the exterior structures. Attempt to introduce verticality to the level by allowing the player to hop onto. Progress with level dressing and introduction of multi-level structures. Primary, secondary, and tertiary player paths fall into place.

Planning of the exterior structures. Attempt to introduce verticality to the level by allowing the player to hop onto. Progress with level dressing and introduction of multi-level structures. Primary, secondary, and tertiary player paths fall into place.

Re-thinking of the gameplay value of the players' primary path. Starting area tweaked to not reveal the base from the first moment.

Re-thinking of the gameplay value of the players' primary path. Starting area tweaked to not reveal the base from the first moment.

Start area hidden behind hill of snow. Barrels in the distance attract the player to the top, where a view of the entire base is first revealed.

Start area hidden behind hill of snow. Barrels in the distance attract the player to the top, where a view of the entire base is first revealed.

Reveal point positioned in such a way to take advantage of sight lines created by the positioning of the buildings. Implied diagonals draw focus to the central dome, while vertical structures on each side balance out the shot.

Reveal point positioned in such a way to take advantage of sight lines created by the positioning of the buildings. Implied diagonals draw focus to the central dome, while vertical structures on each side balance out the shot.

Final setup of the exterior segment of the player's path through the level

Final setup of the exterior segment of the player's path through the level

Notice the pipes and wires going into the entrance tunnel, acting as visual cues for the player to follow.

Notice the pipes and wires going into the entrance tunnel, acting as visual cues for the player to follow.

Modular structures used outside are repurposed for the interior, introducing verticality to the level. The cluttered assets help create a less barren and more lived-in atmosphere to contrast the exterior.

Modular structures used outside are repurposed for the interior, introducing verticality to the level. The cluttered assets help create a less barren and more lived-in atmosphere to contrast the exterior.

More visual cues for players' paths, with appropriate assets used for the interior, creating the sense of a mission hub.

More visual cues for players' paths, with appropriate assets used for the interior, creating the sense of a mission hub.

Resulting setup of the path inside the dome hub. Notice the different asset clusters  for potential NPCs. Generator and ladder for repairman, box depot for requisitions officer, etc.

Resulting setup of the path inside the dome hub. Notice the different asset clusters for potential NPCs. Generator and ladder for repairman, box depot for requisitions officer, etc.

The little 'Party' Area at the very end of the path. Purposely tucked away at the back to give the player the joy of discovery and introduce a light comedic effect.

The little 'Party' Area at the very end of the path. Purposely tucked away at the back to give the player the joy of discovery and introduce a light comedic effect.