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Pyramid's Shadow

Pyramid's Shadow was developed in 10 days (4h/day) on Unreal Engine 5.5.4 with the “AGLS 1.3” and “Stylized Egypt” plugins.

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The purpose of this project was to progress in Blockout and Level Design by creating an infiltration mission emphasizing stealth and climbing.

Level Overview

Map Pyramid
Level Construction

In this mission, the player must sneak into a pyramid to steal a precious artifact.

 

Unfortunately, it seems that some villains have got ahead of themselves and are already on the scene.

Level Flowchart

1) Arriving on the beach

1) Arriving on the beach

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2) Climb the cliff

2) Climb the cliff

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3) Reveal the pyramid

3) Reveal the pyramid

4) Sneak past enemy lines

4) Sneak past enemy lines

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5) Reach the pyramid

5) Reach the pyramid

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6) Explore the pyramid

6) Explore the pyramid

7) Steal the artifact
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7) Steal the artifact

8) Exfiltrate enemy base

8) Exfiltrate enemy base

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9) Return to the beach

9) Return to the beach

Pacing Curve

Pacing Curve

LD Techniques

Pinching point

To intensify the discovery of the pyramid and control the camera framing, I narrowed the path leading to it.

 

The contrast between closed and open spaces, and the need to crouch, adds tension that releases with the reveal.

Vantage point

Height and clear view allow players to plan their moves and observe the AI's behavior while enjoying a nice panorama.

Landmark

The pyramid helps players build a mental map of the level, but also acts as an objective.


As the player is always facing the same side of the pyramid, this landmark doesn't need to be asymmetrica or have front and back faces that can be seen from a distance for its orientation.

Leading the player

To guide the player, I decided to use vegetation (contrast in the desert) and colors that contrast with the environment but remain in the same tones to keep the player's fantasy intact.

Leading Lines + Path choice

Exiting the pyramid, the player's attention is focused on the climbing wall that will take him back to his boat.

 

To reach it, the player has several options : climb onto the roofs, hide in the tall grass or run straight ahead, even if it means provoking a firefight.

Framing

After an intense section, I wanted the player to understand that he had reached his goal, so that he could enjoy it.

 

The framing of the artefact, the blue calm light emanating from it and its slow movement catch the player's attention while letting him know that he's safe.

One Way

To let the player know that he's on the right path and compel him to move forward, I prevent him from backtracking.

Positive and Negative space

To clarify spatial understanding, I've created positive spaces that secure and guide the player.

 

As this is an infiltration level, the positive spaces are in the shadows as much as possible.

Reward exploration

Loots are scattered throughout the level, encouraging players to explore and observe, stimulating their curiosity.

Show how far you've come

To reward the player and make them aware of how far they've come, the level's macro circulatory system is a loop offering a view of the beginning of their adventure.

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