Open Veins - Aramandá Queimada
- Guilherme Martins
- 5 days ago
- 3 min read
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




















































