Early Blockout Level — Learning the Fundamentals of Level Design
Overview
This project represents one of my earliest attempts at building a fully blocked‑out level in Unreal Engine. The goal wasn’t polish or aesthetics — it was to learn the fundamentals of space, scale, player flow, and readability. This was the first time I approached level design with a structured blockout mindset, focusing purely on layout and player experience.
Design Intent
- Practice greyboxing and rapid layout iteration
- Understand player scale and how it affects traversal
- Experiment with sightlines, chokepoints, and reveal moments
- Build a functional space without relying on art
- Learn how to guide a player using only geometry
What Worked
Even as an early project, this blockout helped me understand:
- How players interpret space
- How to create a critical path
- How to use elevation and room size to control pacing
- How to think in terms of encounter spaces rather than “rooms”
What Didn’t Work (And Why It Matters)
My instructor wasn’t a fan of this blockout — and that feedback was important. This project taught me:
- My initial layouts were too linear or too open in places
- Some spaces lacked clear purpose or gameplay intention
- Sightlines weren’t always controlled
- Player guidance needed more intentional composition
This critique became a turning point in how I approached level design.
Key Learnings
This project helped me develop:
- A stronger understanding of readability
- Better control over player flow
- A more intentional approach to encounter design
- The ability to iterate quickly based on feedback
- A mindset shift from “building rooms” to “designing experiences”
Tools Used
- Unreal Engine
- Basic Blueprint logic
- Greyboxing workflow
- Simple collision and navigation testing
Reflection
This blockout wasn’t perfect — and that’s exactly why it belongs in my portfolio. It marks the moment I began thinking like a level designer. The mistakes I made here directly shaped the clarity, structure, and intentionality of my later work. Every project after this improved because of what I learned in this one.
