Level 2 · Unreal Engine 5 · Level Designer
S.O.R.N - The Lab
A level focused on encounter pacing, player routing, combat pressure,
and testing the player in a tighter enviornment than in the first level of S.O.R.N.
Level Playthrough
Level Overview
S.O.R.N is the second level built around guiding the player through
a high-tension environment while escalating combat encounters and narrative reveals.
The goal was to create a space that felt purposeful, readable, and cinematic while
still supporting strong moment-to-moment gameplay.
Level Goals
- Guide the player naturally through the environment using lighting, layout, landmarks, and readable paths.
- Create combat spaces that support intentional movement, cover usage, and clear enemy pressure.
- Use environmental storytelling to make the space feel grounded in the world of S.O.R.N.
- Build pacing through alternating exploration, tension, and enemy encounters.
Level Maps
Mapping out the levels in a grid-to-unreal scale allowed me quick flexibilty in engine to make changes, while keeping documentaion and other designers up to date with real-time map changes.
Beat Breakdown
Beat 01
Power On The Lights
Design Intent: Establish the mood of the level and introduce
the player to the environment before combat escalates.
- Use lighting and composition to pull the player toward the critical path.
- Keep early enemy pressure controlled so the player can understand the space and narrative.
- Introduce visual landmarks that help the player build a mental map.
Beat 02
Bio-Bot Rooms
Design Intent: Create a readable encounter that introduces players to a new enemy combatant - the Bio-Bot. Players are in a controlled and narratively set-dressed enviornment where they can study and learn how these enemies work.
- Player pathing has a drop-down to encourage combat instead of retreat.
- Use enemy placement to encourage movement instead of passive play.
- Keep exits visible so the player always understands where progression continues.
Beat 03
The Atrium
Design Intent: Deliver the level’s most intense combat space
with stronger enemy pressure, verticality, and layered objectives.
- Use larger space to allow multiple combat approaches.
- Layer enemies to create pressure from different angles.
- Design the layout so aggressive and cautious players both have viable paths.
Beat 04
Boss Fight - Q14 Encounter
Design Intent: End the level with a memorable moment that
connects gameplay, environment, and story.
- Use a strong visual reveal or arena-style space to signal climax.
- Keep navigation simple so the player focuses on the encounter.
- Support cinematic pacing through composition and environmental framing.
Process & Documentation
Level Design Document
Before building the level, I planned the player route, encounter beats, narrative context,
and intended pacing. This helped keep the level focused and gave each section a clear design purpose.
- Defined the level’s narrative purpose and player experience goals.
- Mapped critical path, encounter zones, and points of interest.
- Used documentation to keep design decisions aligned throughout production.
Conclusion & Learnings
This project strengthened my understanding of how level layout, encounter design,
and cinematic pacing work together. The biggest challenge was balancing clarity with
tension: the player needed to feel pressured, but never lost.
Knowledge Gained
- Improved understanding of player routing and encounter pacing.
- Stronger use of landmarks, lighting, and spatial composition for guidance.
- More experience designing spaces around gameplay goals instead of only visuals.
Areas for Growth
- Continue improving early blockout iteration before final art pass.
- Add more annotated before/after comparisons to explain design decisions visually.
- Refine scripted/cinematic moments to better support environmental storytelling.
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