Londor

Solo Project ● Unreal Engine Block-out

About the Level

  • Responsibilities: Designed, scripted, sequenced, iterated on, and playtested a DLC level for Dark Souls III based on the story location, Londor.

  • Software Used: Unreal Engine 5.7, Photoshop, Illustrator, Perforce, Miro

  • Asset Packs Used: Essential Great Sword Animation Pack (player animations and animation blueprint), Boss Enemy Animation Pack (strong melee enemy attack animations), Ultra Dynamic Sky (skybox)

  • Designed and scripted a custom gameplay pack from scratch

  • ~24 minutes of gameplay with varied pacing and combat encounters

Design Intentions

  • Create a DLC-style level featuring numerous combat encounters, multiple unique settings, and a side quest that alters the level ending

  • Improve scripting, in-engine modeling, and level sequencing skills

  • Use composition to create visually striking moments throughout the level

  • Design a boss and arena that fit the level’s aesthetic and complement the gameplay template

  • Develop a storyline that fits the themes of Dark Souls III and communicate it through gameplay, environmental storytelling, and NPC dialogue

  • Replicate the feel of Dark Souls III by scripting a full gameplay template from scratch, including enemy AI, player/enemy damage systems, item pickups, and spell casting

FULL Playthrough

Layout

Blueprints

View the gameplay pack and supporting Blueprints created for this level below.

Go

Design Process and Iterations

My goal for this level was to design and block out a DLC area for Dark Souls III based on the story location of Londor while also developing a gameplay pack to support it. I began by creating a Miro board with both in-game and external references to establish the level’s setting, narrative direction, and overall flow. When designing the top-down map, I referenced Dark Souls III’s design pillars and existing levels to shape the spaces, ranging from winding streets to open swamp environments.

Metrics

After creating my map and Miro board, my next step was finalizing the metrics of my level, such as door, wall, and stair dimensions. To do this, I created a metrics gym to help establish the measurements I would be using.

Some metrics include:

  • Player walk/jog speed - 4.2 m/s

  • Player run speed - 6.5 m/s

  • Small doorway - 2.1 m tall x 1.2 m wide

  • Medium doorway - 2.8 m tall x 2.2 m wide

  • Large doorway - 5.6 m tall x 4.4 m wide

  • Small wall height - 3 m

  • Medium wall height - 7.5 m

  • Giant wall height - 18 m

  • Stair dimensions - 0.2 m tall x 0.3 m deep

  • Max distance the player can run through swamp water before getting poisoned - 56 m

Initially, I wanted players to be able to move freely around the level, as the initial rendition of the prisoner side quest required the player to move back and forth throughout the level. I found that this amount of backtracking took away from the great pacing that Borderlands 4 levels have, so I deviated from my first map as soon as I got in engine.

I also iterated on the individual combat encounters multiple times to make their gameplay more exciting and support Borderlands 4’s design pillars more. Below, I compare and contrast early versions of my combat encounters to their finalized counterparts.

Iteration - Improving early level flow

Old

  • The player started in the western side of the level

  • The level opened with a long run across a large, flat bridge

  • Reaching the Hollow Village required a sudden 90° turn to descend an elevator

  • Progression required a large loop through the level, disrupting the flow

New

  • The player now starts at the southernmost point of the level

  • The bridge run is shorter and includes more varied gameplay

    • An NPC interaction occurs at the beginning of the bridge

    • Broken bridge segments require the player to drop between sections, creating more engaging gameplay

  • Level flow is more natural, with the player primarily progressing north through the space

Iteration - Clarifying the Critical Path

Old

  • When exiting the door, the player only sees the path that leads to the Hollow Village bonfire shortcut

  • The critical path (a ladder next to the door they exited) is not immediately visible

  • The intended behavior was for the player to turn around and re-enter the building, where they would then notice the ladder

  • Because the shortcut path is the only visible route, players may incorrectly assume it is the way forward

New

  • When exiting the door, the player can immediately see both the ladder and the bonfire shortcut path

  • An item is visible inside the shortcut building, drawing attention to that route

    • In Dark Souls III, visible items often signal optional paths, subtly suggesting that the ladder is the critical route

  • If the player takes the ladder first, they reach an overlook that reveals a previous area near the Hollow Village bonfire

  • A small walkway with an item draws the player toward the edge of the overlook

    • From this position, the player can directly see the Hollow Village bonfire

    • This reinforces the spatial connection of the level and hints that the alternate path will open the shortcut door the player saw earlier

Iteration - Streamlined area transitions

Old

  • The transition between the Hollow Village and Londor City was a crypt area with a bonfire and three rooms filled with enemies

  • An elevator at the end of the crypt transported the player to Londor City

  • An illusory wall behind the elevator contained a weapon pickup

  • Each room used the same layout, resulting in repetitive gameplay

  • The setting did not logically fit within the level

  • The unique environment was very short, making the area feel underdeveloped

New

  • The crypt setting was removed

  • The transition between the Hollow Village and Londor City is now a short hallway

  • The elevator to Londor City and the illusory wall with the weapon pickup were preserved

  • Removing the crypt creates a cleaner and faster transition between the two areas, improving the overall level flow