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The Secrets of Odrin

Year: 2024

Genre: Horror & Puzzle-Solving

POV: First Person

Type: Single Player

Platform and Engine: Windows PC & Unreal Engine 5 & Horror Engine

Team Size: 1


Duration: 1 months

Description

The Secrets of Odrin is a first person horror level design solo project made in Unreal Engine 5 and specifically Horror Engine. Throughout the design process I created a brief, a bubble map with beat breakdown and legend breakdown, 2D sketches of the map and finally the level in Unreal Engine.  
 

Design breakdown 
Design breakdown of the level
Level Design Goals and Learnings

  My goals and learning with this project were to:

  1. Learn about the Level Design process

  2. Create questions which would help me with the breakdown of the level 

  3. Design a bubble map with beat and legend breakdown

  4. Learn the use of height and elevated spaces   

  5. Use of path junctures to guide the player to a goal

  6. Cinematic implementation  

Level Design Process

For the design of this level blockout, I wanted to show some of the things I learned while using the horror engine inside UE5 such as cinematics, scripted events and audio implementation. I also wanted to show how the player would use the space they got and how they would explore each area of the level.      

To see a specific topic of the design process, click on one of the sections below:

  1.  

  2.  

Research and Questions

It was important to plan what the level would look like before jumping into Unreal Engine. As this was a horror themed level I decided to create it in an area where I grew up in with old communist blocks and playgrounds. The images below showcase all the reference I used to design the level, along with specific questions and an effective pacing plan which helped me in the creation of the level. I decided to highlight the areas the player would explore which would make it easier for me when creating the level. I also decided that the 3 blocks would be the player's main exploration points which would also include 2 side paths. ​​

Design Leyouts

The images below show the bubble map design, beat and legend breakdown and the 2D sketches of how the level would look.   ​​

Layout and Development

From the start of the project, I wanted to design a level which would make the player's experience interesting and also scary.

The sequence of the level unfolds as follows:
 

  • Exploration with a side path (Outside)

  • Investigation of the apartments (Inside the first two blocks)

  • Puzzles and Ghost encounters (Inside the first two blocks) 

  • Exploration with a side path (Outside)

  • Investigation inside the basement (Inside the third block)  

The level begins with the introductions of the flashing light inside the apartment. As players begin exploring the area, my intention was to make the player curious through the environment. To establish the main objective right away, a short cinematic sets the stage. 

After the brief cinematic showing the flashing light inside the apartment, the player will encounter their first side path which includes a small puzzle.

This would give them an idea that the rest of the level will have hidden collectibles which the player will have to do puzzles to unlock.

Once the player enters the two blocks, they are introduced to further puzzles, collectibles and ghosts which some also give damage. By giving them puzzles, notes to collect and enemies to come up against I wanted the player to think and also be alert while exploring each area of the blocks. The outside area was where the player would get all the freedom and a chance to briefly relax. 

After reaching the final block the player would have to move objects around which would open a gap with a ladder to climb down on. This is where the player will discover the bunker which will need a key code before being entered. This key code would of been found in various of places around the level during exploration. After entering the bunker the player would go and collect the reactor. I decided to add a timer once the reactor was collected just to give the player a final intensity. After escaping the bunker the player would reach the outside and escape with a van.  

Conclusion

To conclude while working on this level design project I wanted to follow the level design process of making a brief, creating a bubble map with beat and legend breakdown, creating 2D sketches and finally creating the blockout inside UE5. While creating the outside areas, the apartments inside the blocks and putting various of sequences and collectibles I had to make sure I playtested everything so it went with the flow of the gameplay. The development process of this level was a tremendous learning experience, and I thoroughly enjoyed every step of its design.     

Research and Questions
Design Layouts
Layout and Development
Conclusion

©2024 Mario Enchev 

Guildford, UK

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