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O Abismo - The Cursed Sewer

1 day ago
4 min read

Role: Senior Level Designer / Level Artist / Environment Designer

Tools: Unreal Engine 5, Maya

Studio: Sori Games

IP: O Abismo (The Abyss)

Gender: Action RPG

Platform: PC


Level Design Breakdown

01 - PROJECT CONTEXT

  • Brief: The Cursed Sewer is the opening level of O Abismo, a cooperative action project designed for up to 4 players in a third-person perspective.   

  • Role: Level Designer responsible for spatial layout, blockout metrics, encounter pacing, and environmental storytelling integration.

  • Constraints: Must accommodate 4-player cooperative movement smoothly, maintain a fixed corridor width to prevent third-person camera clipping.   

  • Design Challenge: Successfully transition the player experience from a functional, utilitarian medieval sewer layout into an anomalous, cosmic horror-infused environment (The Void / A Treva) without breaking navigational readability or combat fluidity.   

02 - PLAYER EXPERIENCE

  • Desired Experience: A mounting sense of unease and claustrophobia as a structured municipal environment is violently corrupted by an alien anomaly, culminating in coordinated tactical combat.

  • Experience Arc:

    1. Staging: Calm and organized grouping in the Safe Zone.

    2. Rising Action: Controlled exploration across modular scaffolding and water channels.

    3. Tension Peak: Encountering violent structural ruptures and organic purple tentacle growth (The Void).

    4. Climax: Open arena combat inside the Boss Chamber.

03 - DESIGN PILLARS

  • Oppressive Environmental Progression: Seamless shift from functional urban architecture to anomalous cosmic horror via dynamic structural destruction.   

  • Cooperative Fluidity: Unobstructed spaces scaled explicitly for 4-player tactical synergy and smooth camera work.   

  • Pacing via Friction and Respite: Rhythmic alternation between safe staging zones, chokepoints, and large-scale arena engagements.

04 - SPATIAL STRUCTURE

  • Macro Layout: Linear progression divided into discrete sequential chunks, leading from a municipal entry point deep down into an anomalous subterranean abyss.

  • Spatial Hierarchy: Clearly demarcated from narrow functional corridors to expansive, high-priority combat arenas.

  • POIs: Safe Zone entry, Modular Scaffolding bridge, Void Rupture Chokepoints, and the final Boss Chamber area.

05 - PLAYER FLOW

  • Primary Flow: Guided strictly along blue water channels and linear stone corridors moving forward toward objective markers.

  • Secondary Flow: Elevated wooden scaffolding paths offering alternative vantage points and vertical positioning.

  • Optional Flow: Side pockets within safe zones and intermediate rooms for build preparation and resource gathering.

  • Shortcuts: Direct path openings carved out by organic wall ruptures connecting separated chunks.

06 - PLAYER DECISION-MAKING

  • Information: Visual cues provided by purple organic structures (The Void) signaling upcoming combat intensity and environmental shifts.

  • Choice: Deciding whether to hold ground in narrow choke points or push out into wider open areas during multi-directional hordespawn.

  • Consequence: Mispositioning leads to camera clipping or being overwhelmed by AoE attacks inside confined segments.

07 - ENCOUNTER DESIGN

  • Encounter Goal: Test squad coordination, target prioritization, and crowd-control capabilities under pressure.

  • Threat Composition: Mixed-ranged groups utilizing chokepoints for ambushes followed by elite units in wider chambers.

  • Combat Flow: Engage enemies at a distance along corridors, fall back or pivot during wall ruptures, and disperse for area denial in arenas.

08 - TRAVERSAL & READABILITY

  • Metrics:

    • Safe Zones: Footprint of 8x12m (96m)   

    • Combat Corridors: Fixed width of 4.00 m.   

    • Mini-Boss / Elite Rooms: Footprint of 8x8m (64m)

    • Boss Chamber: Footprint of 12x12m (144m)

  • Verticality: Controlled use of wooden walkways and platforms above water level channels.

  • Sightlines: Clear, uninterrupted corridors designed to maintain third-person camera visibility.

  • Navigation: Intuitive pathfinding driven by channel layouts and lighting transitions.

  • Landmarks: Structural columns, distinct blue water tracks, and prominent "BOSS CHAMBER" signage.

09 - SYSTEMS & TECHNICAL DESIGN

  • System: Unreal Engine blockout grid and modular static mesh collision volumes.

  • Purpose: Ensure precise player scaling, correct jumping/dodging distances, and prevent physics clipping.

  • Implementation: Standardized grid-snapped white blocks with distinct color coding for water channels and organic corruption elements.

  • Player Impact: Flawless collision response and smooth third-person camera tracking during high-intensity movement.

10 - ENVIRONMENTAL STORYTELLING

  • Intent: Visually communicate the contamination of a mundane utility system by an otherworldly force.

  • Spatial Evidence: Shattered white block walls pierced by geometric purple "tentacles" and displaced masonry.

  • Player Interpretation: Understanding that standard civil infrastructure has collapsed under the weight of an ancient, unnatural entity (The Abyss).   

11 - ITERATION

  • Problem: Early corridor layouts caused third-person camera jitter and blocked squad movement during intense evasion maneuvers.

  • Observation: Playtesters frequently clipped into walls when dodging simultaneously in narrow spaces.

  • Hypothesis: Expanding and standardizing corridor width will eliminate camera collisions without sacrificing tension.

  • Change: Widened all primary combat paths to a fixed 4.00-meter standard.   

  • Result: Eliminated camera clipping issues and restored smooth squad mobility.


First Layout

Final Layout

12 - PLAYTEST / VALIDATION

  • Observation: The final arena felt too cramped for 4 players dodging area-of-effect boss attacks.

  • Change: Expanded the Boss Chamber footprint to $144m (12x12m) and lowered central clutter.   

  • Result: Improved kiting options and balanced encounter difficulty for cooperative play.

13 - DESIGN TAKEAWAYS

  • Standardized Metrics: Maintaining strict width rules is vital for third-person cooperative camera performance.

  • Environmental Contrast: Storytelling through geometric destruction effectively sets tone changes without exposition.

14 - FINAL EXPERIENCE

  • Final Layout: A polished blockout featuring clear pacing transitions from sterile utility sewers to organic horror arenas.

  • Gameplay: Fluid 4-player cooperative action with balanced chokepoints and expansive boss combat.   

  • Outcomes: A cohesive, highly readable 10-minute vertical slice ready for art pass and lighting integration.   


 
 
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