

AshFire - Open World Blockout
Project Summary
Sci-Fi hub area for a fictional Action RPG game inspired by games like Mass Effect or The Outer Worlds.
I aimed to create a level where the player gets introduced to different factions that will ask the player to perform quests in other areas and make choices that will affect the relation between factions.
Project Details
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Personal project
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Developed in 8 days
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Unreal Engine 5
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Action RPG
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3rd person
Pre-Production


Initial Sketches & Iterations









Gathering References
I gathered references for landmarks, points of interest (POIs), architectural styles, and anything that could be used as reference material or could inspire locations or moments in the level.
One-Pager Breakdown
After multiple iterations and sketches I did a One-pager showing the main areas and connections, visual style and explaining the context of the level.
Final Sketch

Iterations
From the beginning I focused mainly on 2 things:
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Having separate and visually distinct areas to accommodate for the different factions.
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Ensure that the navigation between areas is as smooth as possible.
Originally I started with a circular pattern but the navigation always seemed too repetitive and didn't offer the player a lot of choices. I also tried some open areas with more space between important zones, but it went against the compact base feel I was aiming for.
After these iterations I finally came up with the idea of having the base split in the middle by a canyon. This allowed me to diegetically justify the cable cars that would help navigation between opposite sides of the base while also creating a visually impactful location.
Blockout
First pass

I started by blocking out the main areas and creating the main shapes of the level.
I focused on working on the scale of each room and the connections between areas.
I focused on the original sketch but as soon as I had a solid base I started playtesting to find navigation or scale problems.
Adjustments and iterations

Thanks to the simpler initial approach, I had an easy time adjusting the position of some buildings and improving the navigation by adding some extra connections.
The main differences with the original design are:
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The platforms in the canyon were adjusted to improve navigation between both sides of the base. These changes also lead to other adjustments like the repositioning of the cable car.
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The command tower was moved further back to create an open space that would work as a cargo area. Gameplay wise, this area adds an exit to the outer world via vehicle.
Detailing

Even a blockout needs a certain level of detail and presentation to help convey how the final level will look.
In this case I focused on showcasing the Sci-Fi aesthetic and main differences between areas of the base.
Top View

Design Techniques
Contrast

One of the key narrative aspects of the level is the disparity between factions and their working conditions. The command team follows orders caring only for their own benefit, the workers are constantly mistreated, and the scientist ignore all of this while working on their research.
I tried to convey this in the level itself, by contrasting each area:
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Command team members are mostly found in a big tower that oversees the whole base.
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Scientist stay in their corner with access to natural light and surrounded by vegetation.
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Workers are enclosed inside the mountain in a sterile artificial light with only room for the minimum necessities.
Framing, Vistas & Leading Lines

There are multiple points in the map where the player is provided an opportunity to enjoy the vista and look into the world. Most of them are easy to find but optional.
I wanted to ensure that there was at least one moment where the player wouldn't miss this: The introduction to the base.
After playing for a bit, the player can finally access the outside area of the base through the cafeteria or the main door. It doesn't matter which one they take, both are framed to show the scale of the base.
The cable car lines also help guide the player view to the other side of the canyon where the Dome and the tower which are 2 of the locations the player need to visit.
Narrative Crumbs

Given the non-linearity of the level and the possibility of completely omitting some paths, I populated the map with narrative crumbs following two ideas:
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There have to be enough conversations to fill the map to ensure that the player hears about the current context no matter what path is taken.
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Each piece of information needs to be independent and assume that the player won't have all the information placed earlier.
Retrospective
It took me longer than expected to find the right layout to work on but I'm happy with the end result after all the iterations. Originally I didn't planned to add so many dialogues and narrative crumbs, but it helped flesh out the narrative in a diegetic manner pretty well.
If I had more time I would focus on improving the scale and believability of the space. After some changes during the blockout process there are some connections between spaces that don't fully make sense. I didn't want to obsess about the logistics of the space but it can definitely be improved.
I would also try to improve the worker rooms. They were the last area to be finished and ended up flat and with a main room that doesn't really feel like one.
