
Magical Mayhem
In the Magical Mayhem project, I developed a new gameplay mechanic in Unreal Engine 5 by implementing a Teleport spell. This spell allowed players to aim and teleport to designated locations, offering an exciting and dynamic way to navigate through the environment. I also designed a pickup item which granted the Teleport spell. This was complete with a UI update that provided clear feedback and functionality for the player.
Additionally, I created an entirely new level featuring three distinct gameplay zones, each crafted using modular assets and strategically placed spike traps to present unique challenges and obstacles. To further enhance the player experience, I integrated a health bar system to track player progress while balancing difficulty by adjusting the placement and frequency of the traps. I creatively modified assets throughout the design process, such as scaling and rotating objects, to introduce fresh gameplay challenges while maintaining visual consistency with the project’s overall aesthetic and requirements.
Role & Responsibilities
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Designed and implemented a three-part level using provided environmental assets. With each area offering unique challenges.
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Introduced a new magical Spell mechanic, complementing existing game mechanics to enhance gameplay.
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Added turrets, AI companions and spike traps to introduce varied obstacles, enriching player interaction and challenge.
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Developed a win condition that triggered UI text. Providing feedback to the player upon level completion.​
Design Decisions
Initial Concept:
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The initial concept for Magical Mayhem was focused on creating a level with verticality, where the player would progressively ascend through three distinct area which were each more challenging than the last. The overarching goal was to have the player feel as though they were climbing toward the peak of the level, with the sense of progression culminating in a final "win" moment. I wanted to make sure the gameplay was challenging, but not overly difficult. Offering a balanced experience that required skill but didn't feel too punishing.
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The core mechanic that I added, the Teleport spell, was used to enhance the player's ability to navigate these areas. I wanted players to use critical thinking and problem-solving to tackle the environmental hazards. The spike traps and turrets were strategically placed to provide enough difficulty for players to feel engaged. Overall, I wanted the level to test the player's ability to manage the spatial challenges and their abilities. In order to offer a dynamic and engaging experience.
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Core Gameplay & Mechanics:
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Teleport Spell Design: Created and implemented a Teleport spell that allows players to instantly transport to a targeted location, adding dynamic movement and strategic navigation to the level.
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Sound & Visual Effects: Enhanced the Teleport spell with a custom visual effect and a sound inspired by Dragon Ball's teleportation, deepening the player's immersion.
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Environmental Hazards: Incorporated turrets that track and fire on the player, alongside deadly spike traps, which required careful timing and added tension to the level.
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Challenge & Strategy: The combination of teleportation, environmental hazards, and careful movement created a challenging experience that tested the player's reflexes and strategic thinking.
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In Magical Mayhem, the player has access to an inventory of magical spells. Each of them offering unique abilities that shape the gameplay. While most of the spells were predetermined, one spell had to be brainstormed, created and implemented. I decided to design a Teleport spell which serves as a key traversal mechanic. The Teleport spell allows the player to aim at a location on the ground and instantly transport themselves to that spot on activation. This mechanic introduces dynamic movement and offers a fun, strategic approach to navigating the level's obstacles. To complement the visual effect of the spell, I found and implemented a sound effect inspired by the teleportation sound from Dragon Ball. Further enhancing the player's experience when the spell is activated.
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In addition to the Teleport spell, the level includes turrets and spike traps as dangerous environmental hazards. The turrets work on proximity, will track the player and fire on sight. Both the spike traps and the fire of the turrets will instantly kill the player and make them restart the entire level over again. This added another element of risk which required careful movement and timing. These hazards create a tense and challenging environment where the player must use their spells, timing and reflexes to survive.
Level Design:
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Verticality & Progression: Designed the level with verticality at its core, guiding the player upwards through three distinct areas, each offering unique challenges and obstacles.
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Environmental Assets: Used a mix of cartoonish mountains, concrete walls, and floating clouds to create a whimsical and magical atmosphere while providing dynamic obstacles.
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Teleport Spell Mechanic: Incorporated the Teleport spell to enhance navigation, allowing the player to overcome spike traps and environmental hazards with strategic skill.
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Subtle Tutorial Design: The first area acted as a tutorial, encouraging the player to discover and use the Teleport spell. Creating a natural learning curve for the core gameplay mechanics.
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The level was designed with a strong focus on verticality and progression across three distinct areas. Each area was crafted to challenge the player in different ways, using a variety of environmental assets to create a consistent visual and dynamic experience. The level featured large cartoonish mountains, concrete walls, brick textures and wall sections. These could be placed together or independently to create unique obstacles. Floating clouds were also implemented at a distance which contributed to the whimsical and magical tone of the environment.
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A key design element was the verticality of the level. The player ascends through the areas, ultimately reaching the final "win" condition at the peak. The use of the Teleport spell was important to navigating through the challenges, particularly with the spike traps scattered throughout the level. Instead of having to carefully tiptoe around the traps, the player could strategically teleport to safer locations. This added a desired element of choice and skill in using their abilities. This also gave the player more agency and made navigating the traps more dynamic and engaging.
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The first area was designed as a pseudo-tutorial, encouraging the player to find and use the Teleport spell. A large wall blocked progress which forced the player to find the spell, acquire it and use it to move forward. The area provided the player with a natural introduction to the core mechanics without explicitly guiding them, creating a subtle learning experience. The level finishes with a large wall with a blue, transparent section in the center. Acting as somewhat of a pseudo-door. When the player walks through this section, the "Congrats! You win!" text appears on the screen, signaling the end of it.
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Challenges & Solutions
1. Challenge vs Accessibility​
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Challenge: Balancing the level's difficulty was a key consideration. The spike traps and turrets needed to provide a sense of danger without making the game overly frustrating.
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​Solution: I used the teleport spell as a strategic element to use around the spike traps. This was also intentional when I brainstormed and created it. By offering the player the ability to teleport to safe areas, it gave them more control over the pacing of the gameplay. I also strategically placed the spike traps in a way that required planning and precision. The turrets, meanwhile, were placed in more obvious areas to warn the player of their danger and allowed them to be avoided through strategy.
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2. Verticality & Level Flow
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Challenge: Creating a three-part level with a sense of vertical progression and flow gave me a unique challenge. I needed to make sure the player felt like they were advancing through increasingly difficult areas. While still maintaining an immersive and consistent visual.
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Solution: To create this verticality, I designed the level where each section led to the next in an ascending way. By utilizing large environmental assets like mountains and clouds, I created a sense of height and space that made the player feel like they were climbing towards something. The nature of the assets allowed me to build variety while maintaining visual consistency.
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3. Win Condition Communication
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Challenge: Making sure the player knew when they had reached the end of the level and completed the challenge, without over-explaining or hand-holding was important. I needed to guide the player to the win condition without cluttering the environment with any hints.
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Solution: I decided on a clear win condition which was a large wall with a transparent blue center. When the player reached this point, they would trigger a UI message saying, "Congrats! You win!". This provided clear feedback without needing explicit instructions. The design of the wall served as a natural goal and a landmark. The text appearing across the screen confirmed their achievement without disrupting the flow of gameplay.​
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4. Integrating the Teleport Spell
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Challenge: Designing a new mechanic like the Teleport spell posed a challenge in terms of making something functional and fun to use. As well as staying within the context of the level. I had to make sure the mechanic wasn’t just a novelty but an important part of the gameplay that players would rely on throughout the level.
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Solution: I made the teleport spell important by making it essential for navigating some of the spike traps. This added an element of strategic decision-making to the level. I also incorporated sound effects for the teleport action to enhance it's impact, and make the mechanic feel that much more satisfying to use.
Tools & Techniques Used
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Unreal Engine 5 – Primary tool for level design, asset placement, gameplay mechanic creation and implementation.
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Environmental Assets – Used a variety of assets(mountains, concrete walls, clouds) to build the environment and add visual consistency across different areas of the level. Allowing for flexibility and efficient design.
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Blueprints – Used Unreal Engine's Blueprints to create the teleport spell mechanic, implement the turrets and win condition.
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Sound Design - Integrated sound effects for the teleport spell, using a familiar sound(Dragon Ball teleportation) to add excitement and clarity when the spell was used.
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UI System – Implemented a basic UI element to display the "Congrats! You win!" message upon completion of the level. This involved setting up collision triggers and using Blueprint scripting to display the text.
Lessons Learned
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Unique Gameplay Mechanics: Gained experience in creating the Teleport spell, enhancing traversal and adding strategic depth to gameplay.
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Balancing Difficulty: Focused on balancing challenging elements like spike traps and turrets while ensuring players had the right tools to overcome them.
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Level Design & Verticality: Designed the level with verticality and natural progression, creating an engaging and challenging environment that encouraged exploration.
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Encouraging Creative Thinking: Emphasized player choice and problem-solving, fostering creative thinking and exploration through the design of the level and mechanics.
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Through this project, I gained valuable experience in creating unique gameplay mechanics such as the Teleport spell. Which not only enhanced traversal but also added an element of strategic choice to navigating the level. I learned the importance of balancing difficulty also, especially when dealing with elements such as the spike traps and turrets. Providing the player with clear tools and abilities to overcome challenges is something that I value and was glad to implement. Designing the level with verticality and a natural progression allowed me to practice crafting environments that both engage and challenge the player. While also encouraging exploration and creative thinking.