UE5 Blockout - The Oasis
Level Designer | 3 Weeks | Solo
Traverse breathtaking desert-themed landscapes occupied by hostile forces to solve the puzzle and unlock your way into the pyramid.
Introduction

I set out to create an open world desert-themed level that combines different POIs which need to be completed to unlock the entrance to the pyramid.


Drawing inspiration from Call of Duty Black Ops 6, Spec Ops: The Line, Metro Exodus, and Battlefield 1, I focused on designing a non-linear desert environment that encourages parkour, scavenging, and multiple playstyles.


My goal was to use Adventure Game Locomotion System to create a space where players can approach challenges in their own way, whether through stealth, head-on combat, or clever navigation, all while navigating an open world.



Overview
Process
Pre-Production
Location/Inspiration

This mood board draws inspiration from popular maps like the open world desert mission in Black Ops 6, Sinai Desert map from Battlefield 1 and focuses on the desert/oasis landscapes that guide players with large, memorable landmarks.

My Workflow
My workflow began with landscaping and establishing big shapes to define the overall structure and flow of the level. I divided this blockout into four sections, focusing on each individually to refine and iterate until they were playable. Once each section was functional, I tested them together to ensure cohesive gameplay, balancing challenges and transitions across the entire level.
Blockout & Whitebox
Just like with my previous blockout I divided the level into distinct sections to make the design process more manageable and allow for quicker iteration.

I started by creating a landscape first, focusing on the big props and using foliage tool to quickly paint trees and bushes. This rough layout established the scale of the level, ensuring clear player guidance while leaving room for experimentation with traversal, combat, and exploration elements.
Iteration Process

For this blockout I went with a simple workflow focus around POI iteration.


For POIs my workflow looked like this:

Landscaping -> Large prop placement -> Blockout -> Enemy & Loot -> Foliage


This process helped me get the scale early on and then iterate on gameplay with minimal rework.

Design Pillars & Design Intent
Playstyles & Non-linearity
The playstyles I focused on while working on this project were:

Long-Range - Prefers to engage enemies from a distance, utilizing vantage points and cover. Often uses long-range weapons like rifles.

Medium-Range - Navigates the battlefield by moving between cover at a moderate distance, staying mobile and adaptable.

Short-Range - Closes the gap quickly, relying stealth and CQB.
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