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Calamity Zone - Social Hub + Roguelike Arena

Role: Level Designer / World Builder / Content Designer

Tools: Unity, ProBuilder, Maya

Sumary

- Overview: This project is a fully playable gameplay zone composed of a roguelike-inspired combat arena and an adjacent external lobby space. The area was designed to balance high-intensity combat with social interaction and narrative discovery, supporting both moment-to-moment gameplay and long-term player engagement. Environmental storytelling and strong thematic cohesion were used to unify both spaces under the theme of Chaos, a devastated environment shaped by destruction, overgrowth, and mysterious technology.


- Briefing: Design a replayable combat arena that supports a roguelike structure within an MMO framework. Create a social lobby space that encourages player interaction, downtime, and preparation. Use environmental storytelling to reinforce world lore and atmosphere. Ensure clear spatial readability between combat-focused and social-focused areas


- Design Ownership: Designed both the combat arena and the surrounding external lobby from blockout to final layout. Built a roguelike-style battleground integrated with MMO combat mechanics. Created social spaces, vendor stalls, and lore points that support player gathering and progression. Applied environmental storytelling through ruins, vegetation, machinery, and enemy presence. Iterated on combat flow, navigation, and readability based on playtesting and player behavior


The Level Breakdown

Briefing

Design a hybrid MMO space that merges social interaction, progression systems, and replayable roguelike combat into a single cohesive destination.

The level was built to:

  • unify social hub and combat arena under one thematic and systemic structure

  • support long-term engagement through repeatable combat and social presence

  • create pacing contrast between calm preparation and high-intensity encounters

  • deliver environmental storytelling centered on Chaos as a transformative force

  • encourage players to return not only for rewards, but for atmosphere and identity

The core pillar was emotional pacing through spatial contrast.

Calm, anticipation, and pressure needed to exist in a continuous loop.

Flow structure

The area is designed as an emotional and systemic loop.

  • external hub regulates pacing and social energy

  • transition corridor shifts mindset from safety to survival

  • arena core delivers repeatable high-intensity combat

  • return path restores calm and reflection

This loop reinforces both gameplay rhythm and player retention.

World pillar - Chaos as environmental system

Chaos is treated as a shaping force rather than destruction.

  • ruins reclaimed by vegetation show adaptation instead of collapse

  • machinery fused with terrain suggests failed attempts at control

  • fractured terrain communicates historical conflict

  • enemy presence feels native to the environment

The world communicates survival, not devastation

Players understand immediately: this place endured.

Narrative is delivered through environment rather than exposition.

Player Flow

Arrival-Social grounding:

  • Players enter a readable hub space designed for visibility and interaction.

  • Movement slows, observation increases, and social presence becomes clear.

Preparation:

  • Players engage vendors, upgrades, and experimentation.

  • The environment encourages downtime and curiosity.

Transition:

  • The environment gradually shifts from safety to danger. Lighting, sound, and architecture signal rising tension.

Commitment:

  • Players approach the arena entrance already mentally prepared. No UI prompt is required. The space communicates the shift.

Combat engagement:

  • Players enter the roguelike arena and face escalating encounters.

  • Orientation relies on spatial landmarks and readable combat zones.

Mastery loop:

  • Players return to the hub between runs.

  • Social presence and progression reinforce long-term engagement.

The loop becomes:

  • prepare - descend - survive - recover - return stronger

Spatial logic - Social hub

The hub prioritizes clarity, visibility, and comfort.

  • central gathering zones attract player presence

  • vendors placed along readable circulation paths

  • lore points positioned to reward curiosity without disrupting flow

  • verticality used sparingly to avoid navigation friction

The hub is not a challenge space. It is a psychological reset and community anchor.

Transition design - Safety to survival

The boundary between hub and arena is environmental, not mechanical.

  • lighting becomes harsher

  • architecture fractures and tightens

  • ambient sound shifts toward threat

  • sightlines narrow and compress

The player understands the shift emotionally before gameplay begins.

Encounter logic - Roguelike arena

The arena is built around controlled chaos.

  • wave escalation increases mechanical and emotional intensity

  • enemy compositions create synergistic threat patterns

  • boss encounters test builds and decision-making

  • spawn points integrated into ruins, growth, and machinery

Combat is readable even at MMO scale.

  • clear combat zones

  • controlled entry points

  • line-of-sight management

  • strategic cover placement

  • movement space without overwhelming openness

The goal was tension without confusion.

Player agency and build diversity

The arena supports multiple playstyles.

  • mobility-focused traversal

  • defensive positioning

  • burst damage strategies

  • sustained control approaches

No single strategy dominates.

Player identity is preserved.

Environmental storytelling during combat

Narrative continues under pressure.

  • collapsing floors reflect instability

  • corrupted growth reacts to encounters

  • machinery signals failed containment

  • boss fights visually affect the environment

Players are not in an arena.

They are inside a system resisting them.

Production workflow

  • blockouts tested with real combat scenarios early

  • iteration driven by player movement and confusion points

  • constant alignment between gameplay clarity and narrative tone

  • modular production for rapid spatial adjustments

Tools supported speed and readability first, polish second.

Design Shortcomings

Early playtests exposed structural issues:

  • hub felt visually strong but socially underutilized

  • transition to arena felt too abrupt

  • combat readability dropped under high enemy density

  • spawn logic sometimes felt artificial

  • arena pacing lacked recovery rhythm

  • players treated hub as a menu, not a place

The space worked mechanically, but not emotionally.

Iterative Process

Iteration focused on behavior and emotional pacing:

  • reinforced gathering nodes in the hub

  • extended transition space to build anticipation

  • refined enemy spawn integration into environment

  • adjusted arena scale to improve readability

  • introduced micro-recovery beats between waves

  • added landmarks for combat orientation

Changes were driven by observed player behavior, not design intent alone.

Delivered Experience

The final area functions as a living MMO destination rather than isolated content.

Players:

  • linger in the hub instead of passing through

  • recognize the arena as a place, not a mode

  • develop familiarity with combat space over time

  • form social patterns between runs

  • return for atmosphere as much as rewards


Encounter Design • MMO Level Design • Player Flow • Environmental Storytelling • World Building • Social Spaces • Battleground Hybrid social + combat level design


 
 
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