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· Level Design ·

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Open World prototype developed around exploration, parkour and gliding.

Open World
Parkour
Exploration
Game: Dome
Role: Level Designer
Personal Development Project
Engine: Unreal Engine 5
Released: May, 2025
In "Dome," players can explore a post-apocalyptic city encapsulated within a dome, as they use parkour to traverse buildings and rooftops to scavange for resources that allows them to craft weapons and tools.

On this project I was responsible for creating an open world that encourages exploration, parkour and gliding. To accomplish this I worked with natural landscaping, traversable rooftops and explorable building interiors. 
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Through development I used Unreal Engine tools such as landscaping, painting, foliage and splines to incorporate natural spaces and roads into the design. I also developed custom tools, including a spline for constructing the dome and some trains, as well a building block-out tool that enabled dynamic creation of buildings with varying assets, sizes, and floor counts.

Pre-Production

During pre-production I break down what makes an open world fit for exploration, parkour and gliding so that I can set expectations for what the most viable product should look like.  

Challenges during development

Throughout production I faced challenges to which I had to find solutions that were both efficient and functional. 
Responsibilities

Level Design

  • Layout​
    • ​Implemented vaulting, climbing and gliding mechanics from a template into my environment. 

    • Created the city foundation using Landscaping tools including splines, landscape - and foliage painting.

    • Placed pick ups and upgrading material.

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Technical Level Design

  • Developed tools
    • Scripted my own spline tool to create the trains and the dome.

    • Scripted a building blockout tool that can adjust the number of floors and the size of the building. ​​

  • Set up Engine tools​
    • Set up scatter and foliage actors for foliage painting. ​

    • Created a Landscape material to paint the landscape with a variety of different materials.

Reflection
The intention of this Level Design project was to:
  • create an outline of a post-apocalyptic city that can be expanded upon with npcs, quests, interactables and explorable indoor spaces 

  • learn new tools 

  • expand my knowledge of Open World Design 
     

During this project I learned how to use and set up systems such as:

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  • Scatter
  • Foliage actors
  • Landscape Splines
  • Creating Construction Scripts to create various objects rapidly for layout purposes
  • Implement vaulting, climbing and gliding mechanics from a template into my environment​​

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If I had more time to work on this project I would create more explorable areas using crumbling buildings, man made caves, and indoor environments. I would also utilize trash and ruined structures to create blockades and create paths that would allow the player to stay on the rooftops and still get around. 

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Although the end result isn’t perfect, I feel like I reached my goal with this project. I learned new tools, challenged my design knowledge by creating my first Open World map, and I feel like I did it with a reasonable scope. 

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I'm very happy with this experience and I feel like I have, once again, taken a small step towards becoming a better designer.

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