
Dead Zone: Breakout
For my Unreal Engine 5 first-person adventure game project, I designed and built a functional and visually cohesive level using block mesh tools, geometry brushes and provided assets. The level blended interior and exterior environments while following a predetermined post-apocalyptic creative vision. This vision emphasized exploration, problem-solving and survival.
The gameplay featured a multi-stage flow with distinct areas and a Lock mechanic I implemented, which required players to locate specific items to activate levers for progression. To enhance the challenge and maintain engagement, I strategically placed Zombie AI enemies, ammo pickups, health pickups and obstacles within the level. This was done while leveraging provided assets like functional combat zones and data tables for collectibles, as well as a NavMesh Bounds Volume. Advanced lighting techniques, including Rect Lights, Spotlights, and Point Lights, were also implemented to reinforce the eerie atmosphere and ensure visual clarity.
This project highlights my ability to design immersive environments, integrate engaging mechanics, and utilize provided tools and assets to create a polished, balanced gameplay experience.
Role & Responsibilities
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Designed and built a first-person adventure level for the fictional project "Scraps", focusing on creating an engaging post-apocalyptic experience with interior and exterior spaces.
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Implemented an interactive Lock system that required players to find key items and activate levers, reinforcing environmental storytelling and player agency.
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Strategically placed Zombie AI enemies and scattered ammo/health pickups, incorporating resource management and tension into the gameplay.
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Refined level flow, challenge balance and environmental storytelling through playtesting. While applying advanced lighting techniques to enhance atmosphere and clarity.
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I was responsible for designing and building a fully playable first-person adventure level, which followed predetermined guidelines for a fictional project, titled "Scraps". My objective was to create an engaging experience that combined interior and exterior spaces while maintaining the post-apocalyptic theme which was already established. Using block mesh tools and geometry brushes, I structured the level layout to encourage exploration, problem-solving, and survival-based gameplay.
To introduce an interactive mechanic, I implemented a Lock system which required players to locate specific key items to activate levers for progression. This helped to reinforce environmental storytelling and player agency. The level also featured Zombie AI enemies which I strategically placed, as well as ammo and health pickups which were scattered to create both a sense of tension and resource management. By leveraging the NavMesh Bounds Volume, I ensured that enemy AI functioned efficiently within the environment. Additionally, I utilized advanced lighting techniques such as Rect Lights, Spotlights and Point Lights to enhance the atmosphere while maintaining visual clarity.
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Throughout development, I constantly refined the level’s flow, challenge balance, and environmental storytelling through playtesting. This project allowed me to expand my skills in level design, AI integration, gameplay pacing and lighting. All while sticking to, and applying, the foundational principles present in the Scraps project.
Design Decisions
Initial Concept:
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The goal of this project was to create a first-person adventure level with an emphasis on exploration, problem-solving and survival. Inspired by post-apocalyptic environments, I designed the level to feature both interior and exterior spaces which required players to navigate through abandoned structures and hostile environments. The experience was intended to immerse players in an eerie, dangerous world while encouraging progression and resource management.

Core Gameplay & Mechanics:
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Core gameplay focused on exploration, shooting, and resource management in a post-apocalyptic setting, with players navigating hostile environments while managing ammo and health.
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Introduced a Lock & Lever system that required players to find key items to progress, encouraging exploration and reinforcing the survivalist theme.
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Varied combat encounters with Zombie AI enemies, designed to maintain tension through strategic enemy placement and a balance between direct confrontation and surprise elements.
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Carefully placed health and ammo pickups to ensure limited resources, encouraging thoughtful decision-making and risk-reward gameplay.
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The core gameplay of the level centered around exploration, shooting and resource management within a post-apocalyptic setting. Players engaged in combat using a weapon system(which was already completed), requiring them to manage their ammo and health carefully while navigating hostile territory. To add a sense of challenge and progression, I incorporated a Lock & Lever system which required players to locate specific items in order to continue forward. This mechanic not only encouraged exploration but also reinforced the survivalist nature of the level. Making players consider their surroundings more carefully.
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The inclusion of Zombie AI enemies introduced combat encounters that I tried to vary in intensity based on player decisions. Enemy placement was designed to maintain tension, with certain areas requiring direct confrontation and others having a slight element of surprise. To support this, health and ammo pickups were strategically placed to ensure players had just enough resources to survive. However, not so much that they could engage every enemy without consequence. The balance of risk, reward and limited supplies encouraged thoughtful decision-making.
Prototype Lock
Lock Gameplay
Level Design:
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Level divided into three parts: Introduction to the lock mechanic, action block with enemy zombies, and a refuge/completion area to provide a clear sense of progression.
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Balanced open spaces and tighter corridors to create dynamic combat encounters and build tension, avoiding repetitive gameplay.
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Enemy and item placement strategically planned to support pacing and engagement, with zombies positioned near key objectives to encourage strategic decisions.
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Lighting cues such as point lights and spotlights were used to guide players naturally toward important locations and objectives.
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The level was structured to create a natural flow between interior and exterior spaces, giving players a sense of progression while maintaining an immersive world. I essentially broke the level into three parts(which is outlined in the Initial Concept section) with the first being an introduction into the level and it's lock mechanic, the second including an action block with enemy zombies, and the third being the level's end with a sense of refuge and completion. The environment was designed with a balance of open spaces for combat and also tighter corridors for tension-building. With the idea of encounters feeling dynamic rather than repetitive.
To further support pacing, enemy and item placement was carefully planned. Zombies were positioned near key objectives and in areas that forced the player to engage strategically. The level’s layout guided the player toward items and objectives using lighting cues. For example, important locations such as doors or areas with items were highlighted with point lights or spot lights to ensure that the player naturally gravitated toward them.



Predetermined Elements:
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Since this project followed the Scraps project guidelines, certain gameplay systems and assets were pre-established. The first-person shooter framework, including gunplay, shooting mechanics, ammo, and health pickups, were already implemented. This allowed me to focus on level structure, enemy placement and player progression. Functional combat zones and data tables were also provided at our disposal to alter, add to, choose to use or not.
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While something like patrol points were available for AI behavior, I had full control over how enemies were used within my level. Rather than utilizing patrol routes, I opted to place zombies in specific locations to ensure they remained static threats which would attack you on sight. This was to help reinforce tension and strategic decision-making for the player. It allowed for controlled engagement scenarios where players had to carefully navigate encounters rather than reacting to unpredictable enemy movement.
Challenges & Solutions
1. Balancing Combat Difficulty​
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Challenge: Making sure there was an appropriate level of challenge without overwhelming the player was crucial. Since enemies were strategically placed rather than patrolling, some areas could've been too easy or too difficult.
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​Solution: I adjusted enemy placement based on player movement patterns and available resources like ammo and health pickups. By fine-tuning engagement distances and limiting enemy clusters, I created manageable yet tense combat encounters. For example, after entering the second room there is an ammo pickup on the right near a light. I know the player will most likely head over there to at least see what it is since they haven't encountered that type of pickup yet. However, inspecting this pickup item puts them in clear view of an enemy zombie who they couldn't see and will begin chasing them.
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2. Guiding the Player
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Challenge: Since the level was designed for a bit of exploration and progression-based gameplay, it was important to subtly lead players to key objectives without hand-holding.
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Solution: I used environmental storytelling with lighting cues, bread crumbs and a natural path to direct the player's attention. Rect Lights and Spotlights highlighted interactive elements, while level geometry funneled players toward progression points.
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3. Lock and Key Mechanic
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Challenge: Implementing the lock-and-key system required careful consideration of item placement to maintain engagement. I didn't want any frustrating backtracking as it's not something I personally like either.
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Solution: I placed key items in locations that encouraged exploration. For example, I created a few rooms on each side of the building and placed some items that weren't the collectible they needed. So they knew it was in one of the rooms, but they could also possibly be met with an enemy zombie. This design ensured players were rewarded for searching without feeling lost or stuck.
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4. Differentiating Environments
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Challenge: Since the level was primarily a blockout, creating a sense of contrast between different sections(interior, combat areas and the outdoors) was somewhat challenging without relying on detailed assets, textures, or materials.
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Solution: I used geometry, lighting variations and environmental spacing to create the transitions. The third section, representing a state of refuge for the player, was designed with an outdoor layout featuring trees, grassy terrain, and an NPC character. This contrasted with the tense, confined interior sections filled with zombies. This change in design naturally conveyed a shift in tone, and offered players a sense of relief when they reached the final area.
Tools & Techniques Used
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Unreal Engine 5 – Primary tool for level design, blockout creation and gameplay implementation.
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Lock & Key Mechanic – Designed progression-based gameplay with locked doors which required item collection to unlock.
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Perforce – Used for version control. maintaining structured project management.
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Geometry Brushes & Block Mesh Tools - Constructed level structure without reliance on high-detail assets.
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Flow Charts – Structured the level’s progression, pacing and player experience.
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NavMesh Bounds Volume – Enabled AI pathfinding and ensured functional enemy movement. Placed enemy zombies in specific locations to create strategic encounters rather than using patrol points.
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Data Tables & Pre-Implemented Systems – Integrated ammo pickups, health items and combat mechanics.
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Playtesting & Iteration – Conducted gameplay tests to refine flow, pacing and level challenges.
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Lighting & Environmental Effects – Enhanced atmosphere, depth, and immersion with lighting placement and environmental effects.
Lessons Learned
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Deepened understanding of level design, pacing, and world-building with Unreal Engine 5, particularly balancing combat and exploration, and implementing mechanics that enhance player engagement.
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Hands-on experience with lighting in closed spaces, experimenting with different techniques to enhance mood, guide players, and improve clarity.
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Designed and implemented a locked door mechanic, using collectible items and interactable levers to encourage exploration and add problem-solving elements to the gameplay.
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Refined enemy placement and AI navigation for strategic encounters, learning the importance of deliberate design decisions to enhance tension, surprise, and challenge.
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This project definitely deepened my understanding of level design principles, game pacing and world-building with Unreal Engine 5. For the first time, I gained hands-on experience in balancing combat with exploration, creating and implementing game mechanics that encourage player engagement. Also using AI navigation tools effectively. The importance of lighting became even more apparent since I was designing within closed spaces. I had to experiment with different techniques to enhance mood, guide players and improve the overall clarity.
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One of the most valuable experiences was designing and implementing the locked door mechanic, which involved the creation of collectible items and interactable levers. By building upon the included data tables, I was able to use a cohesive system which encouraged exploration and established interactable elements. It also added a layer of problem-solving to the gameplay which I value quite a bit. The project also reinforced the significance of strategic decision-making when designing enemy encounters. By choosing not to use patrol points for AI, I was able to control enemy placement more precisely. This added a layer of tension and surprise for the player. Understanding how to manage enemy placement for a more deliberate experience was an important step in fine-tuning gameplay difficulty. Playtesting and refinement showed me how small design adjustments could really alter the player experience and the balance of challenge.
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Overall, this project provided great lessons in both technical skills and creative problem-solving. From designing and implementing mechanics like the locked doors and collectible items to refining gameplay balance with strategic AI placement and lighting. Each decision reinforced the importance of a thoughtful design process. All of this strengthened my ability to create immersive, engaging gameplay while also teaching me how to adapt to constraints. Managing my time efficiently while consistently testing and refining the work.