top of page
Search

Souls Like Design - Project Dragon's Grave

Role: Level Designer / World Builder

Tools: Unreal Engine 5, Maya

Summary

- Overview: This project is a fully playable Souls-like level designed to emphasize exploration, combat pacing, and environmental storytelling. The area blends interconnected pathways, high-risk encounters, and moments of safety, encouraging players to learn the space, manage tension, and make deliberate strategic decisions. The level is set within a dark fantasy world, where narrative context is conveyed through layout, architecture, and atmosphere rather than explicit exposition.


- Briefing: Establish a strong risk vs. reward loop through encounter placement. Balance combat intensity and safe zones to control pacing and tension. Encourage exploration through shortcuts, verticality, and hidden paths. Deliver story and context using environmental storytelling and spatial design


- Design Ownership: Designed the level from initial blockout to final layout. Planned combat encounters, safe zones, and enemy placement. Created interconnected routes, shortcuts, and exploration rewards. Built terrain, architecture, and composition to support readability and mood. Iterated on layout and encounters based on playtesting and player flow


The Level Breakdown

Briefing

Design a fully playable Souls-like level centered on exploration mastery, combat tension, and environmental storytelling.

The level was built to:

  • establish a strong risk vs reward loop through encounter placement

  • balance high-intensity combat with safe recovery spaces

  • encourage spatial learning through shortcuts and vertical navigation

  • communicate narrative through architecture, atmosphere, and layout

  • support deliberate, strategic player movement rather than reactive combat

The core pillar was player tension management.

Every space needed to ask the player: advance, retreat, or explore.

Flow structure

The level is built around interconnected loops.

  • primary progression route establishes forward direction

  • side paths reward exploration and provide resources

  • vertical layers create visibility between spaces

  • shortcuts reconnect previously dangerous areas

  • safe pockets regulate pacing and emotional recovery

This structure encourages players to internalize the space rather than simply pass through it.

Player Flow

Entry:

  • Players enter a hostile environment with limited information.

  • Initial encounters teach spacing, awareness, and caution.

Early exploration:

  • Multiple paths appear but not all are safe.

  • Players begin learning the structure through observation.

Risk phase:

  • High-risk encounters guard progression routes and rewards.

  • Shortcuts become visible but not immediately accessible.

Spatial mastery:

  • Players unlock traversal routes that reconnect areas.

  • The level transforms from unknown territory into a learned system.

Pre-boss tension:

  • Safe zones become rarer.

  • Enemy placement tightens decision windows.

Confrontation readiness

Players reach the boss area after demonstrating:

  • spatial knowledge

  • pacing discipline

  • resource management

Encounter logic

Encounters are designed as spatial puzzles.

  • enemies placed to control distance and movement

  • terrain and elevation define combat strategy

  • high-risk encounters guard rewards and progression routes

  • safe zones placed after major spikes to restore pacing

  • encounter density increases as spatial familiarity increases

The player learns that positioning and awareness matter more than aggression.

Environmental storytelling

Narrative is delivered through the environment rather than dialogue.

  • architecture communicates a fallen world

  • environmental decay signals previous conflict

  • layout suggests historical use of space

  • visual transitions reflect movement deeper into danger

The world is understood through traversal, not exposition.

Design Shortcomings

Playtesting revealed several structural issues:

  • early layouts allowed players to bypass tension too easily

  • safe zones were too frequent, reducing emotional pressure

  • shortcuts appeared without strong spatial anticipation

  • verticality sometimes caused navigation confusion

  • encounter difficulty spikes felt inconsistent

The level initially played more like a sequence of fights than a cohesive journey.

Iterative Process

Iteration focused on reinforcing tension and spatial learning:

  • repositioned safe zones to support emotional pacing

  • gated shortcuts behind exploration and risk

  • refined vertical routes to improve readability

  • adjusted encounter density to build gradual escalation

  • added environmental cues guiding player orientation

  • strengthened landmark placement for navigation memory

Changes were driven by player movement patterns and pacing breakdowns observed during playtests.

Delivered Experience

The final level delivers a cohesive Souls-like experience built on learning, tension, and mastery.

Players:

  • move cautiously rather than reactively

  • learn the structure of the world through repetition

  • develop confidence through shortcut discovery

  • experience pacing shaped by recovery and pressure cycles

  • understand narrative context through spatial exploration

The level demonstrates:

  • combat pacing design

  • spatial learning and shortcut integration

  • environmental storytelling through architecture

  • risk vs reward encounter construction

  • player behavior shaping through layout

  • iteration based on playtesting insights

The environment functions not only as a setting, but as a system that teaches, pressures, and rewards the player.


Level Flow • Combat Pacing • Exploration • Environmental Storytelling • Player Agency


 
 
bottom of page