
Poison Burn
Mini-Level
Made in Unreal Engine
Preview
Particle Systems
Utilizing particle systems in this mini-level helps guide the player through the map and adds visual ambience.
Considering color schemes, I utilized particle systems to add a unique, stylized experience so players can engage with the space without having to traverse it to understand the context.
Setting the Scene
In terms of level design, the “speed-run” aspect of the project had to be kept in mind.
Illustrated in the image below is the level design map I created in sketching the possible routes to take to proceed to the next level. It’s purpose is to portray player unpredictability. Rather than working against the player trying to divert from my intended path, I just create multiple paths that would ideally be taken by anyone who plays.
A requirement for this project was to utilize assets found online, textured or not, and manage to make a short 30-second level with what you find. I found multiple assets on various Unreal Engine asset sites, and I textured them (see here) to serve as guiding landmarks, similar to the particle systems’ purpose.
Paths To Take
Unreal Engine has a lot of fun features and content for VFX design, and using these features, I was able to create a visually interesting and intriguing level that tells the players a lot without having to explain it through other means. Most of the assets I found online had visual effects to portray movement and realism, and in order to make everything look cohesive and intentional, I added particle systems, fog and glowing assets.