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The Trials

The Trials is a 3rd person fantasy-action level made in UE4 where the player is pitted against enemies and obstacles in order to prove themselves as a warrior.

Asset Packs Used

Primary asset packs used:

  • Dynamic Combat System - Bundle by Grzegorz Szewczyk

  • Overgrown Ruins by Matima Studio

  • Pack of Customizable Stylized Rocks by Savas Cetin

  • Flowers and Plants Nature Pack by Dragon Motion

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  • Ancient Treasures by Dekogon Studios

  • Concrete Rubble by Scania3D

  • Medieval Dungeon by Infuse Studio

  • Ancient Ruins Props by Park JongMyung

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Three Arenas

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Mage's arena (boss fight)

The Broken Arena

Swordsmen arena

Entrance to Trials

Inspiration

I wanted to make something epic. Something that would dwarf the player and promise adventure. In the conceptualization phase of this project, I thought of ancient arenas, overgrown ruins, and island fortresses.

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Prototyping

In the first iteration of this level, the setting was rather abstract, the pathing was linear, and there was little variety in elevation. My goal for the prototype was to have variety in combat, platforming, and triggered events. 

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Boss arena

  • floating debris

  • stairs descending to battle floor

Arena gate

  • guarded by two archers

  • cover from arrows

Swordsmen

  • melee combat

Starting area

  • dummies for target practice

Rotating plaforms

Dramatic monuments

Prototype Boss Area

The boss encounter was designed to have a dynamic environment

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Rotating spikes have a circular path around arena

Floor spikes emerge when the player walks by

Cover from Mage's projectile attacks

Iteration

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After playtesting and feedback my goals were as follows:

  • Create a more dramatic entrance to the boss area

  • Create mood-appropriate lighting

  • Designate rest areas between the fighting

  • Spawn waves of enemies 

  • For aesthetic/theme: introduce foliage and plants for an "overgrown" look

 
Mid-iteration

This is the level about halfway into its final iteration. I was going for varied terrain and elevation by introducing floating islands. At this iteration, there were some issues:

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  • The first encounter with swordsmen wasn't challenging enough

  • The location for the first encounter was too constrained

  • The climb up to the third island took too long

  • The fortress on top of the third island constrained the long-range combat it was intended for

  • The archers at the gate to the boss fight occupied what could be a good break area

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Start area

First encounter

Fortress/archer area

(long climb)

Gate/more archers

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In the next iteration, I decided to double down on what was already working well 

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  • Floating island theme

  • Fighting areas that enforce certain types of combat

  • Monuments/ruins

  • Dynamic platforms

  • Less stairs

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To de-complicate the layout, I got rid of the fortress on the third island and went back to the drawing board for how to design the archer combat.

For the boss area, I enclosed the arena with walls and stairs to keep the player committed to the fight. The threshold before the gate was now going to be a break area before the player dives into the final encounter

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Blueprints Actors & Triggered Events

I got feedback on this level suggesting I implement enemy waves. I decided to act on that feedback to give the level a sense of scaled difficulty. Here you see a wave of archers spawning after the player kills most of the swordsmen.

Here's how I did it

The torches are interactable environmental pieces are that hang from the wall and set enemies on fire when the player knocks them down with arrows.

Here's how I did it

I wanted the environment to be interactable, so I made the flying boulders to deter the player from entering the Mage's arena at the end of the level. They are capable of killing the player on contact, but the player can destroy them as well.

Here's how I did it

The boss fight features a mage that towers over the player and is accompanied by two eliter archers. 

Here's how I did it

Lighting, Set dressing, and Depth

Since the level had to feel epic, the lighting had to be epic too, while the set dressing had to sell the fantasy theme. The prototype didn't have any kind of intentional lighting scheme or set dressing. The first round of foliage and lighting looked like this.

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First lighting pass

Here I've created and painted a landscape using moss and grasses. 

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However, the lighting still galls flat.

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Second lighting pass

Here I've adjusted the directional light and implemented godrays for effect.

 

However, feedback from a lighting artist (thank you Adria), showed me how the lighting was still too white and bright. The sky sphere also could use more color to it and the entire scene could use floating rocks so that there's a greater sense of the depth in the level

Final lighting pass

The height fog enhances the godrays at ground level

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Here I've implemented floating rocks and height fog to give the scene a sense of depth.

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Special thanks to Adria Llerena, lighting artist, for her invaluable feedback.

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