Level Designer
March 2025 - May 2025

insert gif / vid that showcases the level in a sliding motion, from start to finish. Kinda gliding from the start of trench to the end of trench by fortified position.

Linear-World Design
The level design in this vertical slice is familiar to players of traditional FPS games like "Call of Duty" and "Battlefield". Where it is pretty straight forward where the player should go, and what the current objective is.
Supports Multiple Playstyles
Wether you want to be up close and personal with hipfiring as you run, or take more controlled shots with ADS and holding your breeath from behind cover. This vertical slice gives the player the oppertunity to play a shooter they feel are most fun.
insert gif / vid that loops of the player taking damage/surpression, being killed and respawning.

insert gif / vid that loops of the player having different playstyles, or just different ways of killing the enemies* one where the player runs at the enemies, blasting them away with rushed hipfire and one where the player darts from cover to cover, taking aimed and precise shots and using "peak"

Featured and Playable
Killing enemies, dying and respawning. This part of the vertical slice have all of the classical features you'd find in a solid FPS.
Blockout Timeplapse
Insert timelapse via either gif or vid of the timelapse larger scope screenshots from start to finish. You might have to cheat here a bit Aron, by hiding the sub-level with all the finished assets in one, and layering 1 or 2 other ones with blockouts.
So maybe in total 3-4 with the final one being the one with assets.

Overview
Narrative/Setting: The player arrives at the frontline inside a troop transport tank. The entry sequence communicates urgency: the sector has just come under attack, and reinforcements were rushed in with little warning. As the hatch opens, the player is immediately placed into a chaotic combat space where friendly NPCs are retreating, shouting, and moving supplies — establishing a sense of a frontline under pressure.
Requirements/Constraints: This is a medium sized level exploring the level design in games such as "Call of Duty" and "Battlefield". This is set in a first-person POV, with simple mechanics such as sprinting, crouching, leaning, aiming-down-sights, stamina and shooting.
Genre: FPS
Platform: Windows PC
Engine: Unreal Engine 5.5
Tools Used: UE 5.5, Gaea
Team Size: 5
Role: Concept, Blockout, Lighting, Pacing, Scripting, Combat Encounters Design, Prop and Texture Placement
Playable build:
tbd
Goals & Restrictions
My goals with this project were to:
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Learn more about Linear-World Level Design.
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Practicing, refining and solidifying my level design pipeline.
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Design a level that players would feel familiar to classic FPS games.
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I placed restrictions on this project in order to try and keep the scope of this project to a doable level, and to give myself a reasonable deadline. These restrictions include:
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No art passes with high definition props and such, that would have to wait til det very end of the project.
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Avoid making the level too "interaction-heavy". Focus should rest on navigation and combat encounters.
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Enemies are placed mainly in pockets, and have a limited patrolling option.
Level Layout & Mission Objectives
Here is the level layout and its different sections.
different areas of the finished level!

different areas of the finished level!

The mission objectives of this level are:
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Man the Heavy Machine Gun (HMG) & repulse the rushing enemies.
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Push towards the bunker, kill enemies and aid friendlies on the way.
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Link up with you Lieutenant at the bunker entrance, and make ready to proceed.​
showcase enemy locations
When image is clicked it opens a pop-up.

Gate controller and storytelling element (dead friendlies in a pile)
When image is clicked it opens a pop-up.

Above Trenches Combat-Challenge
Combat Arena Bunker
End-Bunker and Radio-Balloon
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Interactable Heavy Machinegun (HMG)
The mission is over when all the objectives are completed.
My Process
Step 1: Research
I started this project by first doing research through playing parts of "Call of Duty: World at War". Specifically two missions that have trench-combat in the: "Their land, their blood" and "Hard Landing". I chose these missions because I remembered them well from when I was growing up, and playing that game for the first time blew me away!
short vid or gif of something cool game cutscene or moment.

When image is clicked it opens a pop-up. Area 1

When image is clicked it opens a pop-up. Area 3

When image is clicked it opens a pop-up. Area 2

When image is clicked it opens a pop-up. Area 4

When looking at these areas/missions, I took notes of what stood out to me in each one. Questiones were:
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What is the mission structure of the area, and how does it influence the level design?
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Is it part of a liniear mission or open-world?​
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What common elements exists between these?
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What ​similar geo is found between them?
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What elements sets them aparts from eachother?
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What playstyle(s) does each support?
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What is the player flow in each area?
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How are enemies placed?
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How is covered placed?
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Are there POI (points of interests)?
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And do these offer some reward for seeking out?​
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When image is clicked it opens a pop-up. Area 1

When image is clicked it opens a pop-up. Area 2

When image is clicked it opens a pop-up. Area 3

When image is clicked it opens a pop-up. Area 4

Step 2: Level Design Document
Before diving into UE 5.5 to start messing about with my building blocks, I decided to make a quick level design brief. This is for me to help organize and understand what I want the level to be. Pared with a Level Design Document, the theme, mission objective, narrative playtime duration, level beats, pacing and metrics laid out. With all that in place, it would help me keep myself on track, and don't diverge too much from the planned out path.
Level Design Brief
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Mission objective: xxxxx
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Duration xxxx
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Gameplay: xxxxx
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Camera: xxxxx
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Combat: xxxxxx
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Personal aim: xxxxxx
When image is clicked it opens a pop-up. Area

Describe your image

Describe your image

Describe your image

Describe your image
Step 3: Reference and Inspiration


After landing on a good idea of how I wanted my level to be structured, I collected references using in-game photos I took myself, and sifted throgh the internet for additional photos.
Here is the notes I took when playing through the different areas and missions.

Step 4: 2D Map
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Clarity of flow
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Clearly define entry points, exits, and objectives.
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Make sure the player always has a sense of direction, even in a maze-like trench.
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Use subtle landmarks (damaged bunker, collapsed trench wall, destroyed tank) to break monotony.
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Line of sight & cover
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Trench systems are narrow → design sightlines carefully to avoid endless “shooting galleries.”
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Alternate between short sightlines (corners, sandbag walls) and longer sightlines (straight trench sections, dugouts).
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Place cover consistently, but vary types (wooden planks, debris, sandbags).
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Branching paths vs. linearity
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Linear trench maps can feel claustrophobic → add side paths, dugouts, and connecting tunnels for flanking and replay value.
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Make sure side paths loop back to main objectives to avoid dead ends unless you want secret areas.
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Verticality
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Even in 2D planning, mark spots where the player can climb ladders, pop out of trench, or enter craters.
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Elevated positions (machine gun nests, pillboxes) create natural chokepoints.
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Chokepoints & pacing
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Alternate intense combat zones (wide intersections, collapsed sections) with breather zones (safe dugouts, quieter paths).
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Avoid making every corner a fight — tension comes from rhythm.
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Player orientation
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Use recognizable silhouettes (wrecked plane wing, broken tree, radio antenna) to help the player mentally map the level.
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Without landmarks, trench levels become disorienting and frustrating.
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Gameplay variation
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Mix interior (tight trench corridors) with exterior (no-man’s-land, shell craters).
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Balance confined trench combat with short moments of exposure (crossing open ground under fire).
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Historical / thematic grounding
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Add logical trench features: fire steps, duckboards, dugouts, communication trenches, supply areas.
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These double as both realism and natural gameplay markers.
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Escape routes & flanking
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In multiplayer or AI-heavy combat, trenches can feel like “meat grinders.”
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Build side exits, ladders, and collapsed walls to allow surprise attacks and tactical choices.
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Initial 2D Map Design
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this is also supposed to be a "clicked on and then opens a pop-up"

*Click to enlarge
Step 5: Blockout, Iteration & Feedback
​​​this is also supposed to be a "clicked on and then opens a pop-up"

*Click to enlarge
Feedback:
After blocking out my first layout by following the 2D map I hastily made, I quickly realized after recieving feedback:​​​
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Flow & Player Experience
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The current trench layout relies heavily on long, linear corridors with frequent 90° turns, which can cause “trench fatigue” and reduce player engagement.
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Lack of distinct landmarks makes it easy for players to become disoriented or feel they are backtracking.
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The overall pacing is combat-heavy with little variation; adding quieter story or exploration beats earlier would create stronger rhythm and contrast.
Combat & Encounters
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Enemy placement along corridors risks becoming predictable. Introducing flanking routes, alternate sightlines, or vertical elements would create more dynamic engagements.
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The heavy machine gun encounter has strong potential as a set-piece, but should provide the player with multiple tactical options (flanking, suppression, or alternative cover).
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The final exposed combat sequence should stand out as a climactic moment, differentiated from earlier encounters through unique mechanics or increased tension.
Navigation & Readability
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Distinct landmarks (collapsed trenches, destroyed vehicles, dugouts, unique silhouettes) would improve navigation and provide memorable reference points.
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The “story trench” has potential as a pacing beat, offering environmental storytelling or dialogue to balance the intensity of combat sections.
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Connecting trenches should offer meaningful choices, such as a safe but slower path versus a riskier shortcut, to enhance player agency.
The biggest problems were:
* Distinct landmarks (collapsed trenches, destroyed vehicles, dugouts, unique silhouettes) would improve navigation and provide memorable reference points.
* Enemy placement along corridors risks becoming predictable. Introducing flanking routes, alternate sightlines, or vertical elements would create more dynamic engagements.
* The current trench layout relies heavily on long, linear corridors with frequent 90° turns, which can cause “trench fatigue” and reduce player engagement.
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Showcasing the problems with initial map layout
​​​this is also supposed to be a "clicked on and then opens a pop-up"

*Click to enlarge
Revized 2D Map

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Reduced trench fatigue: By breaking the player out of the trenches into above-ground combat spaces, the layout avoids long stretches of repetitive corridors and provides more spatial variety.
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Stronger orientation: Landmarks such as the burning tank, wounded friendlies, and unique combat arenas give players memorable reference points and help them track progress.
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Improved pacing: The level now alternates between intense combat encounters, quieter narrative/story beats, and transitional moments, creating a stronger rhythm and emotional arc.
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Meaningful combat variety: Different encounter setups — rushing enemies, a heavy machine gun ambush, crater-based firefights, and a final bunker assault — ensure that each combat beat feels distinct.
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Player empowerment: The early vista of the battlefield with the tank gives the player foresight into upcoming challenges, creating anticipation and a sense of agency.
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Narrative integration: Small story moments like rescuing a friendly or encountering wounded allies add weight to the combat and provide natural breaks from action.
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Choice and agency: Multiple entry/exit points (up-from-trench, down-to-trench) give the player tactical options, which makes the spaces feel less linear.
Improved Block Out
last photo of final blockout, maybe need to have 2 pictures since big?
​​​this is also supposed to be a "clicked on and then opens a pop-up"

Describe your image

Abover Ground combat #1

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Describe your image
With this new design, here is how all the other feedback from subsequent playtests resulted in above:
* The map is now much more dynamic, the blending of trench and above-ground gives new life to it.
* The combat is now more varied, rather than always having an enemy behind a corner, they are also above ground and around.
* There are now landmarks and such to easily navigate by, case in point: the burning tank is like a "beacon" drawing in players.
* Small efforts in the environmental storytelling department have really helped, wounded friendlies, tanks that are destroyed etc.
* The fact that the player gets a glimpse of the battlefield before jumping into the trenches empowers them in planned approach.
Other Ideas, Though Process and Design Decisions
Some more info about thoughts heading into this project, regarding "linear singelplayer levels" and "Multiplayer levels".
Linear singelplayer Level:
Multiplayer Level:
Linear Single-Player (e.g., CoD: World at War)
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Crafted guided player flow with visual cues and chokepoints.
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Designed scripted encounters, cinematic set-pieces, and varied pacing.
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Balanced cover, ammo, and AI paths for controlled tension.
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Integrated environmental storytelling to support narrative.
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Focused on player choice and emergent gameplay with open paths.
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Balanced map flow, sightlines, and spawn points for fairness.
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Designed verticality, cover, and chokepoints for strategic combat.
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Tested iterations to optimize pacing, engagement, and replayability.
Full Playthrough
full playthrough via youtube like before aron
Enviromental Storytelling:
​​​this is also supposed to be a "clicked on and then opens a pop-up"

​​​this is also supposed to be a "clicked on and then opens a pop-up"

​​​this is also supposed to be a "clicked on and then opens a pop-up"

Enviromental storytelling + save friendlies
Environmental storyteling
Environmental storytelling + "landmark" for navigation.








