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Drake's Forgotten Chapter

Introduction

This project was created as part of my major project for the final year of university. The goals behind the project were to create a fun, 3rd person adventure level that would fit within the style of the Uncharted games. The level had a focus on creating a good sense of pacing between the traversal and combat encounters

The level is set in a tropical jungle where the player needs to find an artefact hidden in an abandoned temple before a group of mercenaries do 

Detials
  • Tool: Unreal Engine 

  • Level Design

  • AI, Events & some gameplay (Puzzles/Truck) Scripting

  • Blockout/whitboxing

  • Marketplace Assets: IWALS, Tropical jungle pack

Pre-Production

After the initial brainstorming that lead to me deciding to make this level I started gathering a collection of reference images of Latin and South American landscapes as well as there architecture. After gathering a series of reference images I started planning out the level on Miro creating a bubble diagram to figure out basic layout, flow and gameplay beats.

After creating the bubble diagram, beat chart and some other diagrams I made the first iteration of the top down map and started creating a metric gym/zoo to test all the gameplay elements and metrics I might need 

Inital Top Down Map

Initial Top Down Map

Level Layout & Design
Untitled-1_edited.jpg

Opening

​The level opens just after the player character arrives at a small rocky cliff where they cant take the car an further. Here the player can get familiar with the basic controls and get a feel for the climbing mechanics as well as giving some time for narrative exposition

Opening Funnel & Reveal

Shortly after the opening the player navigates through darker and more cramped parts of the jungle before emerging on a cliff side. Here the player gets their first view of the Temple as a landmark just as the helicopter files by hinting that they are not alone and to also enhance the reveal of the temple by drawing the players eye away for a moment. 

Cave

Screenshot 2024-07-09 222101.png

The player passes a one way valve in the form of a snapping log to signal to the player that they are committing from this point onward. The entrance the cave also acts a mini tutorial or a new mechanic the crumbling ledge which breaks when the player holds onto it for too long (shown in purple)  

Cave Combat

Screenshot 2024-07-09 222213_edited.jpg

once in the cave the player will sneak up to an overlook where the first combat encounter will begin. Here the enemies are talking away providing more world building and have their backs turned to player. This combined with the high ground provides a big advantage to ease the player into their first fight. This area also allows for different approaches such as a stealth path to left that lets player sneak up and perform a takedown

Second Cave Denial and Reward

The player will then enter another cave where a optional collectible chest is located to encourage player exploration and break up the short journey through the cramped cave. The cave then exits into a framed view of the levels goal and temple landmark to reinforce where the player needs to go.

Cliff Overlook

Screenshot 2024-07-09 222643.png

While scaling the cliff side the player gets another overlook of the next area so they can begin to plan out where they want to go next. This area slowly reveals several choice to player as the travel down either river each providing unique benefits for the next combat in the from of advantageous starting positions. 

Village Combat Encounter

Village

once in the cave the player will sneak up to an overlook where the first combat encounter will begin. Here the enemies are talking away providing more world building and have their backs turned to player. This combined with the high ground provides a big advantage to ease the player into their first fight. This area also allows for different approaches such as a stealth path to left that lets player sneak up and perform a takedown

Temple

Temple 2

The player passes a one way valve in the form of a snapping log to signal to the player that they are committing from this point onward. The entrance the cave also acts a mini tutorial or a new mechanic the crumbling ledge which breaks when the player holds onto it for too long (shown in purple)  

Temple Puzzle

Screenshot 2024-07-09 223439.png

once in the cave the player will sneak up to an overlook where the first combat encounter will begin. Here the enemies are talking away providing more world building and have their backs turned to player. This combined with the high ground provides a big advantage to ease the player into their first fight. This area also allows for different approaches such as a stealth path to left that lets player sneak up and perform a takedown

Closing Thoughts and Reflection

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