David Bishop
Level Designer
Sanctuary
Role: Level Designer
Duration: September - October 2023 (6 weeks)
Engine: Unreal Engine 4.27


Sanctuary is a vertical slice of an action-adventure game set in an abandoned, modern-style train station. Inspired by games such as The Last of Us, the player is the sole survivor of a train crash and must explore the abandoned station, avoid alien-like enemies, and find a way to escape.
I wanted to create a level that incorporates horror elements and captures a sense of isolation and uncertainty by making the player feel as though danger could be lurking around every corner. To escape, the player must craft a laser cutter capable of cutting through a blocked subway entrance. The required components are strategically placed throughout the level, guiding the player along a predefined path while encouraging them to avoid nearby enemies.
Goals:
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Iterate on and design an abandoned train station level featuring a predefined narrative path, strong pacing, intentional enemy and item placement, and a detailed blockout.
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Create comprehensive level documentation including a top-down map, level timeline and walkthrough.
The Design Process
To begin this project's level design workflow, I researched games and other media featuring abandoned subway stations to better understand the architectural style and atmosphere I wanted to create. I drew significant inspiration from The Last of Us Part I. Playing through the game helped me understand why exploring unknown and potentially hazardous post-apocalyptic environments feels both intense and rewarding.





I created the top-down map for the level using Adobe Photoshop. I went through multiple iterations before settling on a design that was more clearly defined and better aligned with the project's scope.
The game begins after the player's train derails, leaving them as the sole survivor of the crash with no other humans in sight. The laser cutter parts required to escape the level are gated behind exploration and finding other items/codes to open locked doors. Enemy placement is designed to create stealth-oriented challenges, requiring players to use line of sight and cover to avoid patrolling aliens.




Once I had the map laid out, I began planning the level walkthrough and sequence of important events the player would encounter, and the challenges they would encounter in chronological order. I created a simple narrative centered on alien lifeforms invading Earth and throwing society into chaos, causing the train crash at the beginning of the game. The subway is now infested with alien lifeforms who are hunting down every human they see.




I white-boxed the level using Unreal Engine brushes and static meshes, constructing the level by following my map. I took a few creative liberties during development and deviated from the original map in several areas. I added an additional section to the utility closet and changed enemy locations to better fit the geometry I created in the rooms to give the player enough sight lines and cover in hostile areas. I had also planned for a few additional items that the player could find and construct, due to time and scope constraints, I had to cut them from the final level.
I scripted level events such as enemy patrol paths, item pickups, and simple cinematics using Unreal Blueprints and Sequencer. I also created the level's lighting and placed objects throughout the environment that would realistically serve as light sources in a fully arted version of the game.
Overall, I was very pleased with the opportunity to expand my creativity and gain valuable experience while developing and designing this level. This project gave me the opportunity to enhance my skills and deepen my familiarity with Unreal Engine and game level design.