Castle: A souls inspired level

This is a level I made as the final project for my CGMA course "Level Design for Games."

I was inspired by the Souls games and their interconnected levels and how those levels can loop back on themselves. A full playthrough and the level breakdown is available on YouTube↗.
Vimeo video preview image
This is a short video showcasing the level
I wanted the level to take place in a castle so I took some Indian castles as the setting's inspiration. The level is divided into two halves, a town that leads up to the castle itself. I also wanted to make the scope of the level similar to what might be found in a full-length game.
Town Section
Something I kept in mind when making the layout was to make the turns sharper instead of curved. This invokes a sense of danger in players, as they don't know what might await them when they go past the corner.
I wanted the players to see their final destination, thus when a player turns at the first juncture, they can see the castle in the distance.
There is loot hidden across the level, encouraging the players to explore.
Castle Section
You get a good view of the town section from an elevated point at the castle entrance.
There's a mini-boss encounter the moment you enter the castle.
Some doorways can only be opened from the other side, so players need to find their way to the other side.

There are multiple checkpoints throughout the level.
At the end of the level, we come across the final boss. We need to defeat them to complete our objective.
This is the level design map:
This level was created in Unreal Engine 5.3, using Advanced Locomotive System v4 and Stylized Character Kit: Casual 01 for the playable character.

© 2024 Shivansh Kainedy
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