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Open Veins - Aramandá Queimada

Updated: 11 hours ago

Role: Level Designer / Game Designer

Tools: Unreal Engine 5, Maya

Summary

- Overview: This area (Aramandá Queimada) is a central hub level designed for an ARPG game, functioning as a safe zone where players can recover, learn core mechanics, progress their character, and engage with the game’s world and narrative. The hub acts as a bridge between combat-heavy areas, providing a space for experimentation, preparation, and reflection. Through layout, landmarks, and environmental storytelling, the level supports long-term player progression while reinforcing the game’s lore and evolving world state.


- Briefing: Create a safe and readable hub that contrasts with high-intensity combat zones. Support player progression through farming, upgrades, and skill experimentation. Introduce and reinforce mechanics in a low-pressure environment. Encourage player curiosity and engagement with world lore and NPCs. Visually reflect world events and player progression through environmental changes


- Design Ownership: Designed the hub layout from Blockout to final playable space. Structured clear zones for farming, NPC interaction, testing abilities, and rest. Integrated a crop farming mechanic tied to character growth and skill upgrades. Planned safe navigation paths and visual landmarks to improve orientation. Implemented spaces for narrative delivery, quests, and world event feedback. Iterated on player flow and usability to ensure clarity and comfort


The Level Breakdown

Briefing

Create a central ARPG hub that functions as a systemic anchor for player progression, emotional decompression, and world continuity between combat-heavy zones.

The hub needed to:

  • contrast with hostile regions through safety and readability

  • support long-term progression systems (farming, upgrades, experimentation)

  • reinforce mechanics introduced in combat spaces

  • deliver narrative through interaction and environmental change

  • evolve visually as the world and player state progressed

The goal was not just a “safe area,” but a living progression space that players repeatedly return to.

Flow structure

The layout was organized around functional clarity:

  • Central anchor space for orientation

  • NPC clusters grouped by function

  • Farming zone tied to progression systems

  • Safe traversal paths with minimal friction

  • Visual landmarks supporting top-down readability

Circulation was designed so players naturally pass through progression spaces without forced routing.

Player Flow

Arrival

  • Players enter after high-pressure gameplay loops.

  • Immediate readability and low threat communicate safety.

  • Landmarks orient navigation within seconds.

Stabilization

  • Recovery behaviors emerge: resting, inventory management, upgrades.

  • NPCs act as anchors for interaction and information.

Experimentation

  • Players test abilities in a safe context.

  • Farming systems reinforce progression feedback loops.

Engagement

  • Curiosity leads to optional conversations, side activities, and environmental details.

  • World-building strengthens player attachment to the hub.

Return loop

  • The hub becomes part of the gameplay cycle:

  • combat - return - upgrade - prepare - depart.

Systemic hub logic

The hub operates as a progression system, not just a location.

Recovery

  • Safe zones regulate pacing after intense combat loops.

Progression

  • Farming mechanic links world interaction to character growth.

Learning

  • Mechanics introduced earlier can be practiced without punishment.

Preparation

  • Equipment, abilities, and planning reinforce future encounters.

Narrative anchoring

  • NPC presence and environmental shifts communicate world evolution.

Environmental storytelling

Narrative is embedded through space and change:

  • environmental wear reflects ongoing conflict

  • NPC positioning signals shifts in priorities and threats

  • hub visuals evolve alongside player progression

  • world events subtly reshape props, lighting, and activity density

The hub becomes a living indicator of game state.

Design Shortcomings

Early iterations revealed key issues:

  • players treated the hub as a pass-through instead of a destination

  • farming systems felt disconnected from the core progression loop

  • navigation friction between NPCs slowed pacing

  • lack of visual hierarchy caused momentary disorientation

  • narrative spaces were ignored when placed off critical routes

Iterative Process

Design iteration focused on usability and behavioral reinforcement:

  • repositioned NPC clusters along natural circulation paths

  • connected farming rewards directly to skill upgrades

  • introduced stronger landmarks to anchor orientation

  • simplified traversal routes to reduce friction

  • embedded narrative beats into commonly used spaces

Playtesting informed each adjustment, prioritizing comfort and clarity.

Delivered Experience

The hub evolved into a systemic pillar of the player loop:

  • supports emotional decompression between combat zones

  • reinforces progression through farming and upgrades

  • strengthens mechanic mastery in a safe context

  • maintains spatial readability in top-down navigation

  • communicates world evolution through environmental change

Players return not because they must, but because the space supports their growth.


Hub Design • Player Progression • Safe Zone Pacing • Mechanics Onboarding • Environmental Storytelling • World Building • World Event • Player Agency


 
 
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