Borderlands 2 Inspired Level
This level is a personal project inspired by Borderlands 2. I aimed to create a level that fits seamlessly within the Borderlands 2 universe, featuring gameplay and mechanics authentic to the series. For this project, I conducted research to replicate the game's metrics, designed the level layout and blockout, and implemented a spawn system to achieve the desired experience.
trailer
walkthrough
level layout
level flow
work scope
Level design documentation (LDD)
Quest flow design
Level layout
Metrics research & development
Blockout development
Enemy spawning system
Encounter design
Lighting placement
software I used
Unreal Engine 5 (Blueprints)
Maya
Blender
Procreate
Adobe Illustrator
Adobe Premiere Pro
screenshots
design goals
I wanted to create a twist on the typical grind-style quest. The level intends to trick the player into a sense of security and predictability before revealing a betrayal. The moment of surprise is designed to trigger an emotional response, breaking an established pattern to engage the player fully.

Start: Confidence and security.

Middle: A sudden betrayal, triggering confusion and adrenaline.

End: An escape with a triumphant sense of accomplishment.

This approach uses player psychology: when expectations are disrupted, player attention peaks as they adapt to the unexpected.


design principles
  • Using loot placement for navigating the player.
  • Fast-paced combat and constant movement.
  • The level's scale is well-suited for four-player cooperative gameplay.
  • Avoid dead ends.
  • Varied height in caves and arenas for visual interest and strategic opportunities.
  • Using geometry to highlight key areas and guide players.
  • Using contrast for creating a feeling of progression, with the player moving from small secluded spaces to expansive arenas and back, creating a dynamic rhythm.
  • Arranging covers in patterns that allow for strategic movement and varied combat tactics.
narrative overview
This level concludes a side quest series centred around a treasure hunter who trades cave locations brimming with gold and guns for a share of the loot. After several successful collaborations, she sends the player to a former mine, now a stash with occasional wildlife inhabitants.
But this time, it's a trap. Upon reaching the treasure, the player is ambushed by Handsome Jack's forces. Surviving the initial wave of enemies in the treasure room, the player must navigate cave obstacles before reaching a mechanical room for another showdown. The objective: defeat all enemies and escape the cave with the treasure intact.



blueprint development
Enemy spawning system:

  • Created a wave manager blueprint to control enemy waves dynamically.
  • Developed connected blueprints for spawn points and animated hatches and door

Chest Blueprint:

  • Adjusted functionality to control loot contents while keeping randomization options.
research & references

  • Analyzed metrics from Borderlands 2 and Borderlands: The Pre-Sequel. Created a metrics gym.
  • Referenced cave layouts in Control and Borderlands 2 to achieve a fitting aesthetic.
  • Studied narrative techniques from the book "Slay the Dragon: Writing Great Video Games" to make a compelling quest.
  • Developed a pendulum obstacle mechanic from unconventional real-life action games to match the chaotic Borderlands tone.
reference board & metrics