Main Showcase Video (30s-1min) - Will be added once greyboxes are more developed.
A representative hero image of the "Level Design Prototypes" project. (Image will be updated as development progresses)
This project, "Level Design Prototypes," is being developed by Fahim Kamal Ahmed as the capstone assignment for Module 4: Greyboxing in Unreal Engine of the Fundamentals of Level Design with Unreal Engine course. This is the third course in the Epic Games Game Design Professional Certificate offered on Coursera.
The primary goal is to translate conceptual level sketches and Level Design Documents (LDDs) into two distinct playable greybox environments within Unreal Engine 5.5.1:
- A Single-Player (SP) Level
- A Multiplayer (MP) Level
The focus is on core level design principles such as player flow, scale, sightlines, balance (for MP), and spatial composition, all before any artistic detailing. This repository will document the development process for both levels from initial blockout to functional greyboxes.
Level Design Prototypes encompasses the creation of two distinct levels being greyboxed in Unreal Engine 5.5.1:
- Single-Player Level: A level designed to [BRIEFLY MENTION THE CORE CONCEPT/GOAL OF YOUR SP LEVEL, e.g., "guide a solo player through a narrative-driven sequence of challenges," or "offer an exploration-focused experience with hidden areas."].
- Multiplayer Level: A level designed for [BRIEFLY MENTION THE CORE CONCEPT/GOAL OF YOUR MP LEVEL AND PLAYER COUNT/MODE IF DECIDED, e.g., "a 2v2 symmetrical arena focusing on tactical combat," or "an asymmetrical objective-based map for 4 players."].
The focus for both is purely on spatial design, establishing the fundamental gameplay experience through geometry, and applying level design theories and greyboxing techniques learned in the Coursera course.
- ๐งฑ Effective Greyboxing: Create clear and functional level layouts for both SP and MP scenarios using basic geometric shapes.
- ๐ถโโ๏ธ Player Path & Flow (SP): Establish a discernible critical path and intuitive navigation for the single-player experience.
- ๐ Map Flow & Balance (MP): Design routes, chokepoints, and open areas suitable for multiplayer interactions, considering balance and fairness.
- ๐๏ธ Spatial Definition: Define key areas, points of interest (POIs), objectives, and transition spaces relevant to each level type.
- ๐ Scale & Proportion: Ensure all elements are appropriately scaled for player characters and game mechanics in both contexts.
- ๐๏ธ Sightlines & Composition: Strategically plan sightlines for player guidance (SP) and tactical opportunities/cover (MP).
- ๐ก๏ธ Gameplay Element Prototyping: Block out areas for potential cover, encounter spaces, objectives, spawn points, or simple interactive elements as per LDDs.
- ๐ LDD Adherence: Translate the intentions and specifications from the Level Design Documents for both levels into 3D greyboxes.
- ๐ก Readability: Use basic lighting and contrasting forms to ensure levels are understandable and navigable.
- ๐ Iterative Design & Playtesting: Continuously playtest (solo for SP, simulated or actual for MP if possible) and refine the greyboxes.
- ๐ฆ Course Submission Package: Prepare all necessary materials for the Coursera module submission, showcasing both level designs.
(This section will be updated upon successful completion of the course and receipt of the certificate.)
Certificate will be added upon course completion.
(Screenshots for the Single-Player level will be updated as greyboxing progresses.)
(Screenshots for the Multiplayer level will be updated as greyboxing progresses.)
- Engine: Unreal Engine 5.5.1 โ๏ธ
- Unreal Engine Project Setup
- Separate Level Files for SP and MP
- Basic Plane/Foundation for Layouts
- Primitives / BSP Brushes / UE Modeling Tools (for greyboxing)
- Future: Basic Lighting, Character Controller for Playtesting, Sequencer (for fly-throughs)
- Course: Fundamentals of Level Design with Unreal Engine (Epic Games / Coursera)
- Version Control: GitHub (FahimKamal/UE5_LevelDesign) ๐พ
- Documentation: Markdown (for this README)
- Image Placeholders: placehold.co
- Reference/Planning (Potentially): e.g., PureRef, Miro, Obsidian (for LDDs)
- โ Project Initialization: Unreal Engine project "Level Design Prototypes" created.
- โ Initial Level Setup (SP): Empty level created and initial base plane added for the Single-Player map.
- ๐ฒ Initial Level Setup (MP): Empty level to be created for the Multiplayer map.
- ๐ Current Focus (SP): Initial Shape Placement & Greyboxing (Single-Player Level) โ Beginning to block out the main forms and pathways.
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- Single-Player (SP) Level Tasks:
- ๐ฒ Define SP Critical Path: Block out the main route.
- ๐ฒ Establish SP Key Landmarks & POIs: Create rough forms.
- ๐ฒ Blockout SP Verticality & Enclosures: Define spaces.
- ๐ฒ Implement SP Basic Cover/Challenge Geometry: (If applicable).
- ๐ฒ Refine SP Scale & Proportions.
- ๐ฒ SP Basic Lighting Pass.
- ๐ฒ SP Playtesting & Iteration.
- ๐ฒ Finalize SP Greybox.
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- Multiplayer (MP) Level Tasks:
- ๐ฒ Design MP Map Layout (Flow, Chokes, Objectives).
- ๐ฒ Blockout MP Arena/Space.
- ๐ฒ Implement MP Cover & Strategic Positions.
- ๐ฒ Define MP Spawn Points & Objective Locations.
- ๐ฒ Refine MP Scale, Balance & Sightlines.
- ๐ฒ MP Basic Lighting Pass.
- ๐ฒ MP Playtesting (Simulated/Actual) & Iteration.
- ๐ฒ Finalize MP Greybox.
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- ๐ฒ Capture Showcase Video & Screenshots (Both Levels).
- ๐ฒ Course Project Submission (Both Levels).
- ๐ฒ Receive Course Certificate.
This project is focused on developing and demonstrating proficiency in:
- Practical Greyboxing: Applying industry-standard greyboxing techniques for both SP and MP scenarios.
- LDD to 3D Translation: Effectively converting design documents for different game modes into 3D playable spaces.
- Designing for Different Player Experiences: Understanding the unique considerations for single-player (narrative, pacing, guidance) vs. multiplayer (balance, flow, tactical opportunities) level design.
- Spatial Awareness & Composition: Manipulating 3D space to create engaging experiences tailored to SP and MP needs.
- Player Guidance (SP) vs. Map Control (MP): Implementing geometric cues effectively for different design goals.
- Scale, Proportion, and Balance: Mastering these elements for varied gameplay contexts.
- Iterative Design Process: Learning to test, evaluate, and refine levels based on playtesting and distinct design goals.
- Unreal Engine Tools: Gaining further experience with UE's level creation tools for rapid prototyping of diverse level types.
- Regularly update this README with progress, actual screenshots/video, and learnings for both levels.
- Develop both greyboxes to meet all requirements of the Coursera module.
- Create a 30-second to 1-minute cinematic fly-through video showcasing key aspects of both the SP and MP levels.
- Capture compelling screenshots for each level.
- Successfully complete the course and add the certificate to this README.
- Reflect on the design choices and learning outcomes for both level types upon completion.
- Course: This project is an assignment for the "Fundamentals of Level Design with Unreal Engine" course by Epic Games on Coursera.
- Assets: All greyboxing geometry for both levels is created by Fahim Kamal Ahmed using basic primitives and modeling tools within Unreal Engine 5.5.1. No external art assets are being used at this stage.
- Creator: Fahim Kamal Ahmed
This project and its original content (i.e., the specific level designs, arrangement of geometry, and this documentation by Fahim Kamal Ahmed) are licensed under the MIT License. Please see the LICENSE
file in this repository for the full license text.
Copyright (c) 2025 Fahim Kamal Ahmed
Note on Course Material: Course materials from Epic Games / Coursera are subject to their terms of use.