top of page

Action Block Prototyping

Level Designer

Unreal Engine 5

Duration: 2 weeks

During a prototyping course in school i decided to try out a concept for rapid prototyping presented by Christopher Dionne [Respawn Entertainment] during GDC 2018 (Game Developers Conference). The Concept coined "Action blocks" is used to quickly prototype new ideas and concepts to quickly try them out and see if they are useful or not for the project in development.

Action Blocks

  • A form of rapid prototyping that is used to encourage creative play.

  • I used this principle to quickly work through and test multiple different ​design ideas that can convey an idea or message.

  • Quick and dirty prototyping!

Doing research about interesting abstract settings and environments i came across the work of M.C. Escher, an artist who was heavily inspired by mathematics and philosophy. 

Using one of his works, "Relativity" as inspiration I decided to create a version of it in engine (for a first person game) with portals that teleport the player to a new location when entering them, changing the gravity and giving new options for where to go.

image.png

Illustration of Escher Stairs 

image.png

"Relativity" by M.C. Escher

Pros:

​The Escher stair design is really efficient in creating a visually impressing environment that intrigues players when they initially enter.

​It gives expands the space of the room so as it eventually enables players to walk around on areas that were previously walls.​​​​​​​​​​

Cons:

It is very difficult for a player to navigate the space since the change of location and gravity when entering a portal force the player to create a new understanding of where they are located and can go.

Conclusion:

 

I believe that Escher stairs provide an interesting setting that to my knowledge haven't been used in any FPS game. If the designer is able to use a landmark in a creative way, so that the player always know where they are in reference to the level. 

FPS Combat Areas

One of the level prototypes i wanted to create was a level for a FPS game. I decided to create two different areas for this prototype. One that is more enclosed, symmetrical and could be used for some sort of boss battle. The second being more open for multiple weaker enemies but less cover to hide behind. The goal was for me to use basic shapes and lighting to create a level with a mood and depth to it.

Area 1

  • Closed area.

  • Multiple stairways to higher ground.

  • Scene in middle for boss location/highlighted object.

  • Lots of cover for players to hide behind.

Area 2

  • Open area.

  • Multiple paths for player to advance.

  • Multiple locations for potential enemies​​

  • Adaptable for different settings/themes.

Escher Inspired Universe

Researching M.C. Eschers works i came across another intriguing design called "Cubis Space Division". The painting displays an infinite space of abstract fashion, made up of cubes and rectangles. Wanting to explore the design and potential use of it I made multiple prototypes in different sizes with different shapes, lighting etc.​

image.png

Eventually this design was used for the tutorial level of Orcosmica. I believe the design potentially could be used for an abstract FPS game or temporary setting for an adventure game.

Tunnel Prototypes

Being inspired by tunnel designs from the game Control, I decided to try out making tunnels with interesting patterns and shapes. The goal for me was to create something visually impressive only using basic shapes. I also decided to create them in different sizes to test out what scale for the tunnels works best for ex. an FPS game.

The idea for the tunnels was that they could be useful for multiple different games and genres. 

image.png

Tunnel From Control (Remedy Entertainment 2019).

bottom of page