Iron-Haven Adventure
Genre: Single Player / Action Adventure
Engine: Unreal Engine 5
Assets Used: IWALS-Jakub, Level Design Kit, Synty Studios
Play-tests: #6
Iterations: # 6
Duration: 10 weeks
Role: Level Designer
Iterations Overview
Design Intent

The goal was to blend stealth, vertical traversal, environmental storytelling, and light combat as the player uncovers political intrigue. Each section builds tension while offering players choices in movement and engagement.
Design Goals
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Deliver a 15-minute third-person experience
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Balance exploration, stealth, traversal, and combat within a clear three-act structure
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Support player agency with multi-route, vertical traversal options
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Implement encounters and interactions using Blueprint scripting
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Reinforce narrative and world-building through environmental storytelling
Level Overview & Technique Highlights
Introduction
Set in the corrupt port town of Ironhaven, this level follows a skilled infiltrator on a mission to recover a stolen heirloom before it leaves the city.
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Players traverse markets, slums, rooftops, and hidden hideouts, uncovering secrets and dangerous routes as they progress.
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The experience combines stealth, vertical traversal, and exploration, creating a layered and immersive urban infiltration experience.
Highlight 1: Using Environmental Cues to Guide Players


How I Executed It:
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Used prop placement, lighting, and framing to subtly guide movement
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Reinforced direction through repeated visual language rather than UI
Level Examples:
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Broken beams, pipes, and debris point players forward
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Vista moments clearly reveal the next destination
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Repeated Lighthouse sightlines reinforce long-term direction
Highlight 2: Vertical Traversal & Player Choice


How I Executed It:
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Built traversal across ground, mid-levels, and rooftops
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Created paths with different risk and visibility
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Allowed players to bypass or engage encounters naturally
Level Examples:
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Rooftops provide safer observation routes
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Elevated paths create stealth advantages
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Split-path sections let players choose mission vs exploration
Highlight 3: Controlling Pacing Through Space


How I Executed It:
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Alternated between open spaces, tight corridors, and reveals
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Used compression and expansion to manage tension
Level Examples:
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Open areas encourage exploration
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Narrow alleys increase focus and pressure
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Wide reveals reset pacing
Highlight 4: Storytelling Through District Identity


How I Executed It:
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Used architecture, props, density and lighting to communicate narrative
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Gave each district a distinct tone and purpose
Level Examples:
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Slums feel cramped and deteriorated
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Market areas feel busy and chaotic
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Docks and Lighthouse feel isolated and dangerous
Walk-through & Level Beats
Click below on 'Beats' to see breakdown of the individual beats.
INTRO — Arrival at Ironhaven
Purpose: Establish player identity, motivation, and tone
Design Intent: Immediate narrative clarity and mood setting
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Player arrives by steamboat at Ironhaven’s outer port.
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Text sets the player as a lone investigator searching for a stolen heirloom.
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Visuals show smoke, damage, and unrest before player control.
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Partner R is established as a missing contact.
Process and Breakdown
Overview












1. Research, Ideation & Planning
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Game analysis: Studied Red Dead Redemption 2, Dying Light, and God of War to understand level flow, vertical traversal, landmark readability, and how linear paths are embedded within open spaces.
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Real-world research: Referenced historic port cities, especially Dubrovnik, to inform architectural scale, street density, elevation changes, and believable navigation routes.
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Other media: Drew tonal and narrative cues from Peaky Blinders for grounded corruption and tension, and Pirates of the Caribbean for port-town atmosphere and adventure.
2. Design Documentation



Created a Level Design Document (LDD) to define the level’s goals, tone, and mood, while allowing room for changes during development.
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Beat Sheet: A color-coded breakdown of each level section, showing the main type of gameplay (stealth, combat, movement, story) and overall intensity to help manage pacing.
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Gameplay & Setting Notes: Simple guidelines for how the level plays and feels.
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2D Map Layout: A clear, easy-to-read map that can be understood by non-designers, supporting communication in team-based and fast-moving workflows.
3. Blockout and Iterations Summary





The 2D layout was converted into a 3D playable space in Unreal Engine. The first blockout covered the on-boarding section of the level, including the introduction and entry into the market area.
Goal:
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Converted the 2D layout into a simple 3D blockout, making small adjustments where needed for better flow.
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Adjusted widths, open areas, and spaces to match the intended tone of the section.
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Tested core mechanics (movement, stealth, traversal) inside the space to ensure they worked properly within the layout.
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Walked through the level multiple times to check guidance, readability, transitions.
Click on 'Iterations' to view breakdown of the block-outs, play-tests, and design iterations.
Iteration and Playtest - 1
Goal:
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Focus on key locations: Market, Guard Hall, Sewers, and Warehouse.
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Structure points of interest to better guide movement through the level.
What I did:
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Rebuilt the layout with tighter spaces and clearer transitions.
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Defined clear entry and exit points for each major location.
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Added more vertical variation to reduce flatness.
Result:
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The level had a more defined structure.
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Major areas were easier to identify.
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Player flow improved compared to the earlier version.
Feedback:
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The level still felt too open and flat in some areas.
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Players moved through spaces without strong reasons to explore.
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Key locations needed stronger visual identity and contrast.


Final Iteration and Gameplay
At this stage, the level structure was stable. The goal was to improve clarity, visual quality, and moment-to-moment impact without changing core game-play. This pass ensured the experience felt polished, intentional, and ready for presentation.
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Added environmental detail and props to complete the spaces.
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Refined small layout and pacing issues based on final playtests.
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Added camera shake and impact effects to strengthen explosion moments.
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Made small lighting and visibility adjustments.
Final Iteration
Through six iterations and playtests, the level evolved from a simple blockout into a focused and complete experience. Each pass addressed specific problems — from layout clarity and traversal tension to combat structure and pacing.
The process refined not only the spaces, but also how players move, read, and understand the level. Early issues such as flatness, unclear guidance, and low engagement were gradually resolved through structural adjustments, AI updates, narrative support, and final polish.
By the final iteration, the level achieved its intended flow, supported multiple playstyles, and delivered a clear narrative arc within the target gameplay time.
This project was a major step in my growth as a Level Designer, helping me shape a practical end-to-end workflow and build a complete case study of my design process.



