Jacob Acevedo
Game & Level Designer
Disrupt
OVERVIEW
Disrupt is a 3D platformer I designed and developed with the aim of demonstrating the ability to teach, train and test novel mechanics within a coherent setting. Developing Disrupt involved:
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Conducting research on contemporary design and gathering inspiration.
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Building a block out through Unreal Engine 5's level design tools.
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Prototyping and scripting mechanics through Unreal Engine's blueprints.
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Playtesting and iterating based on player feedback.
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Populating and polishing environments.
PROCESS
Step 1: Planning
I conceptualize levels by interrogating key elements, often on a text document. Starting with text allows for the quick iteration of ideas and provides stronger guidance during the building phase.

A snippet of my first planning document, which set the groundwork for future design.
The sections I fill out first are Goals and Constraints.
GOALS:
What I am trying to achieve and why?
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Expand understanding of the UE5 engine, blueprinting and building tools.
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Create a complete playable experience.
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Design around teaching, training, and testing a novel movement mechanic.
CONSTRAINTS:
What are the non-negotiables for this level?
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Include both interior and exterior spaces.
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Critical path time no longer than 240 seconds.
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Include at minimum one NPC.
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Use only free or self produced assets.
Next I add to the following sections, flowing between them and iterating until I have a solid vision for the level.
ELEMENTS:
What do I have at my disposal to make the level with?
SEQUENCE:
What goes through the player's head moment to moment as they play?
QUESTIONS:
Which parts of this design need more clarity or detail?
GAMEPLAY BEATS:
What are the types of gameplay, phases or key moments in the level?
Step 2: 2D Map
Using the brainstorming document as reference I sketch out a few layouts. These start with geometric shapes and general lanes. Once the overall shape is defined I add more detail in map form.

2D Map displaying the layout of the initial warehouse area.

2D Map displaying the layout of the rooftops area.

2D Map displaying the combined map of the level.

2D Map displaying the layout of the initial warehouse area.
Step 4: Blockout
A quick blockout (or equivalent) within the game engine allows for easy judgement of 3D space. From there I playtest the level a few times and make changes as needed.
My final level ended up differing from my initial blockout in a few key ways.
Step 5: Iteration
Post-block out design involved constantly tweaking, adding, and subtracting in response to playtests. A number of elements changed during this process, the changes below are some of the most signifcant.

Increased width of the 'Catwalk' room and raised the player's initial elevation.

Increasing the room's size improves its believability as a facility and emphasizes the guard's patrol path. Raising elevation also aids believability and empowers the player.
Extended 'Courtyard' room significantly, adding a multi-layered pit area.

The Courtyard was simultaneously too empty and not instructive enough. Expanding it and providing stronger direct guidance better enables the player to tackle the finale's platformer challenges.


Removed two rooftops from the 'Rooftops' section. Increased distance between the final rooftop significantly.

Removing rooftops increases flow, reducing jarring start-stop movement. Additionally, requiring the use of two boost rings to progress enhances the training portion of the teach, train, test tutorial approach.

