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 techniquesfrom 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.