

In this academy project, we were tasked to create a playable open-ended level in one month in UE5. We were divided in groups of three and had to follow these mandates:
MUST HAVES:
– Open Ended/Non-Linear Level of one Map
– Third Person
– Basic Navigation Mechanic
MUST NOTS:
– No Jump
– Max one additional mechanic
– Max one asset pack
Concept
Since two of us had recently played several horror games, we took heavy inspiration from them when designing our level. Our primary influences were The Backrooms, as the name suggests, and the Silent Hill 2 remake, which had just been released shortly before we began development.
We started by creating a detailed Level Design Document (LDD) outlining everything we wanted to include. Our process began with defining the 3Cs: Camera, Character, and Controls, before moving on to designing the core mechanic and selecting the asset pack that best suited our vision.
After we were happy with the document, we started to gather some references to start laying out the level.

Layout
With our references gathered, we began laying out the level. Each team member first created their own vision of how the level should take shape. Once completed, we merged our three designs into a final layout, integrating the strongest ideas from each into a cohesive structure.
We decided to divide the level into three main hubs, connected by four traversal zones. To reinforce the open-ended structure, we designed a system of interconnected paths and implemented a door-button mechanic that required players to explore all areas in search of buttons while still allowing them the freedom to choose their own traversal order.

Blueprints and Rooms
From this point, we began to divide our tasks. For this project, I wanted to refine skills I hadn’t focused on much recently, specifically Blueprint Scripting. I took on the responsibility of creating the Blueprints for the door-button system. Initially, it seemed like a straightforward task, but as I delved deeper, I realized the complexity of Blueprints. However, I was able to achieve the desired functionality without major issues.
In addition to the door-button system, I was responsible for implementing all trigger volumes that activated SFXs, ambient sounds, flickering lights, a simple UI tutorial, main menu, end screen and integrating a custom character model and animation we sourced online.
In this project, I worked with level streaming for the first time, implementing it to ensure smooth gameplay and eliminate stutters, particularly in areas where we noticed significant frame drops. In addition, exploring different optimization techniques in UE5 became a key focus throughout this
one-month development period.
I was also responsible for designing the three main hubs, ensuring that both level design and environmental art guided the player toward key buttons while maintaining the surreal, disorienting atmosphere true to the Backrooms’ aesthetic.


