Uncharted-Like Map

Introduction


The main objective of this level is linear, focusing on a few key mechanics while combining them to add variety. We also explore player guidance through narrative elements, character dialogue, and cutscenes. Using basic movement mechanics, the level introduces progressively more challenging areas to create a cohesive and engaging experience

Project details

Preproduction

For the creation of this level in Unreal 5, we wanted to design a gaming experience with few mechanics but make the most of each one. 

That’s why we opted for an adventure game experience with classic movement mechanics: running, jumping, climbing, and swinging.

Naturally, we drew inspiration from two iconic game series that need no introduction—Tomb Raider and Uncharted. Both franchises focus on adventure and exploration, blending puzzle elements with a strong narrative emphasis.

Before diving directly into the level design, we established the workflow and pipeline we followed throughout the project.

After gathering visual references for the different areas of the map, we outlined various layouts, each incorporating the challenges the player would encounter along the way. 


Layouts: 

1st Area

1st Area:  FTUE & Onboarding

2nd Area: mid-game

3rd Area: end-game



The main objectives of these layouts were to establish the different zones of the map, highlight key points of interest (POIs) and landmarks, and define the various challenges the player would face throughout each area. This process also involved outlining the critical path and setting the primary objectives for each zone. 

Blockout

Metrics definition

Before placing any blocks in the level, our first step was to create a gym environment where we could establish the core metrics for the player’s primary actions. This allowed us to refine the mechanics and ensure they felt intuitive and satisfying. Here’s an overview of the key elements we analyzed:


Jump:

For each jump scenario, we tested three key metrics:

Safe jump: Easily achievable by the player.

Tight jump: Requires precision and timing.

Impossible jump: Out of reach to define clear boundaries.

These were designed with affordance in mind, ensuring the jumps not only functioned correctly but also conveyed the intended sense of challenge and tension.

Climb:

Starting height: The height at which climbing begins.

Maximum gap: The distance between two climbable blocks.

Overhangs: How far a ledge protrudes from a wall.


Space:

Spatial considerations were critical, as they are present throughout the entire level. In a linear, platforming-focused experience, space not only supports the functionality and clarity of mechanics but also conveys emotions such as:

Openness: Suggesting freedom and exploration.

Confinement: Evoking tension or claustrophobia.

Narrowness: Highlighting precision and challenge.


This systematic approach ensured the gameplay mechanics aligned with both the technical design and the emotional experience we wanted to deliver.

Player Guidance

Winnie

The player's goal in the level is to reach the ship located on the island's coastline. We categorized this ship as a "winnie", serving as a visual landmark. Throughout the level, the ship is visible from various points, acting as both a guide to the player’s objective and a progress indicator. Each time the player catches sight of it again, they can gauge how much closer they are to completing the journey.


Framming

We used it to focus the player's attention forward and on the crate located against the back wall. 

A clear view of the winnie serves as a reward for completing the section, reinforcing the goal and showing how close the player is to reaching it.

An opening in the castle tower frames the player's journey so far, offering a moment of reflection and calm after obtaining the key.

Guidelines

The ship is presented as the final objective through both narrative elements and the macro-layout design. Environmental features like mountains, the castle, and the river create imaginary lines that naturally draw the player's attention to the ship. 

The castle uses the Bait & Switch technique. To make this effective, we direct the player's attention to the staircase ahead by leveraging the path created by the two courtyard fountains, the vines on the ceiling pointing toward the door. 

We play with the vines, the area's elevations, and the stones to guide the player's gaze toward the small chapel, where the key is located to continue progressing in the level. 

Lighting

Upon reaching the entrance to the crypt, we can see a godray highlighting it, making it stand out from the other elements and drawing the player's attention, accompanied by a UI comment from the playable character.  

Taking advantage of the castle's ruined and abandoned state, we created an opening in the ceiling to allow a beam of light to shine onto the stairs, making them much more visible from the entrance. This encourages the player to navigate toward them. 

Colors

Different colors are used quite frequently, either to create a language with the player or to highlight certain elements. In the case of player guidance, everything the player can grab, climb, or interact with that involves a movement mechanic (climbing, grabbing, or swinging) is shown in the blockout as yellow blocks, to make them stand out against the surrounding surfaces.

Bait & Switch

The Bait & Switch technique is used in the castle in such a way that when the player enters the courtyard, they don’t immediately see the climbing area to their right. However, thanks to the previously mentioned techniques, the player will be guided toward the stairs. Once they climb them, they will reveal a wall that wasn’t fully visible before, with ledges to climb and access the next part of the castle.

Courtyard Entrance 

Balcony sight after climbing the stairs

Scripting

I implemented scripts with blueprints, including texts for conversations, cinematics, simple puzzle logic and I modified some features of the player character to make it more user-friendly and easier to play.

Walkthrough

Closing Thoughts

This project has been an incredible learning experience, not just in terms of technical skills but also in understanding the nuances of level design and the creative process. Starting with a clear vision and core pillars gave us a solid foundation, but the journey taught me the importance of adaptability and foresight.

One of the key lessons was how constraints—whether time, mechanics, or technical challenges—shape creativity. While I am proud of the solutions we implemented, I see opportunities to refine and enhance the project further. For instance, improving transitions between zones could enrich the level's flow, and expanding on interactive mechanics, such as puzzles or environmental storytelling, would elevate the player experience. Additionally, early testing of mechanics like the character controller highlighted the value of thorough pre-planning to avoid last-minute bottlenecks.

If given more time, I’d focus on refining these areas and experimenting with advanced elements like enemy behaviors or more intricate puzzles to deepen engagement. This project has been a step forward in my growth as a designer, helping me better understand how to balance ambition with practicality while maintaining a player-focused perspective.

Ultimately, I am proud of what this level represents: a creative vision brought to life through collaboration, problem-solving, and iterative design. More importantly, it has fueled my passion for level design and reinforced my commitment to continuous improvement in future projects.


Thank you for reading !!!