Stranded — Level Design Case Study
Overview
Stranded is one of my earliest level design projects, created as a foundational exercise in building readable spaces, guiding player flow, and establishing environmental storytelling. This project represents my first structured attempt at applying professional level‑design principles—blockouts, pacing, encounter setup, and player guidance—within a cohesive, playable space.
Design Goals
- Teach core mechanics naturally through environment layout rather than explicit tutorials
- Guide the player intuitively using lighting, composition, and spatial contrast
- Create a sense of isolation and tension through environmental storytelling
- Build a clear critical path with optional exploration pockets
- Establish a beginning, middle, and end using pacing and encounter rhythm
Process & Approach
1. Blockout First
I began with a pure blockout phase, focusing on:
- Player scale
- Sightlines
- Traversal routes
- Landmark placement
- Choke points and reveals
This allowed me to iterate quickly without getting bogged down in art.
2. Player Flow & Navigation
I shaped the level around a simple but effective flow:
- Safe introduction zone to let players orient themselves
- Guided path using lighting, elevation, and framing
- Mid‑level tension spike through enemy placement or environmental hazards
- Final payoff space that resolves the narrative and gameplay loop
3. Environmental Storytelling
Even in an early project, I focused on:
- Object placement that hints at past events
- Environmental clues that guide the player
- Spaces that feel lived‑in and purposeful
4. Iteration Based on Playtesting
I refined:
- Jump distances
- Enemy spacing
- Line‑of‑sight issues
- Dead zones in pacing
- Areas where players got lost
This was my first experience seeing how small layout changes dramatically affect player behavior.
Key Learnings
This project taught me:
- The importance of readability in level design
- How to use composition to guide players without UI
- Why blockouts are essential before adding detail
- How to balance exploration vs. direction
- How to create emotional beats through spatial design
Tools Used
- Unreal Engine
- Blueprint scripting (light interaction logic)
- Basic lighting and post‑processing
- Iterative blockout workflow
Reflection
Stranded marks the beginning of my journey as a level designer. It’s where I learned how to think like a player, not just a builder. While simple, it laid the foundation for my later work in systems design, AI behavior, and more advanced level construction.
