Husk Planet
Third Person | Made with Unreal Engine 5

This level is part of a larger game developed by an 18-person team. As the level designer, I was responsible for creating the tutorial level that sets the tone of isolation on a desolate planet while introducing the core gameplay to the player. I collaborated closely with leadership and multiple departments to ensure we shared a unified vision and helped maintain a feasible scope. The programming team implemented gameplay systems and the camera framework, and I also contributed by designing several level design tools tailored to this level’s needs.
Trailer
Software I Used
  • Unreal Engine 5 (Blueprints)
  • Blender
  • Sequencer
  • Procreate
  • Adobe Illustrator
  • Adobe Premiere Pro
Work Scope
  • Level Design Documentation (LDD)
  • Storyboarding
  • Top Down Level Layout
  • Cutscenes
  • Blockout Development
  • Tool Development
  • Tutorialization Plan
  • Proxy Lighting
  • Set Dressing
  • Manual Camera Placement
Screenshots
Level Layout Sketches

Layout Iterations (From Latest to Initial)

Initial level sketches with brief descriptions of planned content.

Storyboards

Storyboards for the Entire Level

The game aimed for a cinematic look, so it was important to plan the game screens as shots before manually placing the cameras in the level.

Landing Site
Nearing Village
Safehouse
Necropolis / Graveyard
Cutscenes

All Cutscenes

I made a total of 5 cutscenes lasting about 3 minutes in total.
Walkthrough
Blueprint Development
Camera Recorder Tool
The programming team developed a system for camera movement using components like a camera, trigger, spline, and collision box. Building on that, I created an editor utility widget that allows designers to record in-game camera movement and replay it in the editor using the save game system. After recording, users can step through stored transforms directly within the editor. The tool calculates speed based on a slider for automatic playback, enabling timeline-style previews.