
San Saeon
Personal Project - Unreal Engine
Summary
The Republic intercepts a rumor of a data drive guarded by General Draven, ruthless leader of a Brotherhood-held city, containing secrets that could shift the tide of the bio war. Agent Shadow is dispatched behind enemy lines to infiltrate Draven's stronghold, eliminate him, and retrieve the drive. The fate of the war now hinges on the data it holds.
About the Level
Developed over 6 weeks
Unreal Engine 5.4.4, Illustrator, Photoshop
All static meshes modeled in engine
IWALS v1.1 Combat Kit
~15 minutes of Gameplay
Intentions
Showcase Mission Design, Scripting, Level Design, Modeling, Stealth Route Design, and Combat Space Design Skills
Script utility that functions to make the level ideal of playtesting and sequences that guide the player along the golden path
Design Exotic Vistas that showcase the breathtaking scale of the level both vertically and by landmass
Top Down 2D Layout
Custom Blueprint Systems
Tutorial Widget
Player Death (Teleport)
Checkpoint System
Quest System
Loading Docks
This section begins with a scripted boat ride, triggered by an event on Begin Play. Using a Sequencer, I animated the boat's movement path to guide the player smoothly into the loading dock area. Simultaneously, the script initiates an audio sequence—an introductory narrative I created by recording text-to-speech dialogue, converting it into a .wav file, importing it into UE5, and then setting it up as an Audio Cue attached directly to the player.
Invisible Boundaries & Player Containment
The large red walls serve as invisible collision barriers, keeping the player within the intended gameplay space.
To reinforce containment, a final boundary wall rises behind the boat when it reaches a set point.
This movement is controlled using Sequencer, ensuring a seamless transition as the play space fully closes.
Multi-Route Design
Route 1 (Yellow): Guides the player through the crane sequence, introducing movement-based gameplay.
Route 2 (Green): Allows the player to rappel down from the rooftop, offering a more direct approach.
Designed to encourage exploration and ensure each playthrough feels different.
Routes were intentionally made to feel distinct to reward players who experiment with alternate paths.
Boat Ride Sequence
A trigger box at the player’s spawn activates the boat’s movement and plays the intro audio.
The boat’s movement is controlled via Sequencer, ensuring a smooth transition to the docks.
The audio sequence is attached to the player, using a .wav file converted into an Audio Cue for seamless narration.
Initial Issue: Originally, this logic was placed in the Level Blueprint, but during testing, I found that the intro audio replayed every time the player died and respawned, disrupting the flow.
Iteration & Solution: To fix this, I moved the trigger logic to a dedicated Blueprint actor, allowing the sequence to play only once at the start of the game. This change ensured a smoother experience while keeping the event independent of the respawn system.
Crane Sequence & Movement
A trigger box activates a Timeline node, controlling three movements:
Cable shrinks to create the visual effect of tension.
Cargo moves up (Z-axis), across (X-axis), then back down (Z-axis).
Cable extends back to its original length.
Using Timelines allowed for more controlled movement, making the crane interaction feel more natural.
Route 2 – Grapple Descent Modification
Route 2 features a grapple descent into the Maintenance Building.
The rope points were sourced from the IWALS combat kit but needed adjustments to fit the level.
Removed unnecessary collision from the attached mesh, keeping only collision detection for the rope spline.
This change helped make the grapple interactions more reliable within the level’s design.


Water Treatment Facility (Offices)
Immediately after transitioning from the docks, the player is introduced to a carefully designed water-maze sequence. I structured this area to encourage strategic navigation, requiring players to locate both obstacles (fans) and solutions (a power switch) to progress, introducing subtle puzzle elements alongside environmental storytelling.
Upon entering the Water Treatment Facility, the space deliberately transitions to combat, designed with multiple playstyles in mind. I specifically positioned enemies to allow for tactical choices—players can engage directly or utilize stealth mechanics—supporting diverse approaches. On the facility’s second floor, I included a less obvious alternate path requiring vertical navigation (climbing boxes) to reward exploration and creative problem-solving. The goal is to increase replayability and reinforce player agency, reflecting my core design intent.
Underwater Visual Design
Applied a darker, blurred effect using a Post Process Volume mask.
Aimed to create a disorienting atmosphere, making the space feel unnatural for traversal.
Intended to enhance immersion by reinforcing a sense of unease and vulnerability.
Rotating Fans – Environmental Obstacle
Fans block the player's path to the Water Treatment Facility, acting as an interactive obstacle.
Triggered by a single box trigger when the player enters the water area.
Rotation controlled by a Timeline node to create continuous movement.
Players must interact with nearby machinery to disable the fans and proceed.
Removed additional trigger boxes, simplifying the scripting structure and improving performance.
First Floor – Water Facility Offices
Designed as a deliberate shift in atmosphere from the murky sewer passageway to a structured interior space.
The abrupt environmental change helps establish clear pacing and reinforces progression.
Intended to give players a distinct sense of entering a new phase of gameplay.
Multi-Route Gameplay – Stealth & Combat Options
Designed with two distinct paths to accommodate different playstyles.
Stealth Route: Allows players to bypass combat, avoiding guards on the first and second floors.
Intended to emphasize player choice and encourage strategic exploration.
Supports varied approaches and adds replayability by offering multiple ways to progress.
Key Pickup & Directed Camera Sequence
Picking up the key triggers a Directed Camera Sequence to highlight progression.
A boolean variable updates on the player character, marking the key as acquired.
Designed to provide clear visual feedback and reinforce an important narrative moment.
Helps keep game logic structured by ensuring the key’s status is properly tracked.


Water Treatment Facility (Exterior)
After exiting the offices, the player encounters the first truly open space in the level. My intention here was to encourage player agency by offering multiple distinct routes. Players can choose vertical gameplay by climbing onto the rooftop, where I placed a sniper rifle intending to reward tactical positioning. Alternatively, an underwater route was included to encourage exploration and reward players who venture off the main path. Lastly, I added a clear narrative-driven option—using the previously obtained key—to guide players directly through the Nuclear Facility doors. These different paths were deliberately designed to support varied playstyles and add depth for repeat playthroughs.
Large Rotating Fans – Interactive Obstacle
Fans activate via a trigger box when the player enters the area.
Nearby machine controls allow players to disable them, maintaining consistency with the water maze mechanics.
Grouped four static meshes into one to simplify scripting and improve performance.
Rotation controlled by a Timeline-driven Rotator node for smooth movement.
Designed to reinforce player familiarity with previous mechanics while keeping interactions visually cohesive.
Water Purifier – Middle Segment
Designed as a transition point separating the second and third underwater sections.
Helps pace out the swimming gameplay by breaking up long underwater sequences.
Roofs temporarily hidden in this image to better showcase the internal layout and design structure.
Multi-Route Design – Supporting Different Playstyles
Yellow Route: A second swimming path through the water purifiers, emphasizing exploration.
Green Route: An alternative approach to the purifier section, encouraging player experimentation.
Red Route: A rooftop path with a sniper rifle, rewarding tactical positioning and long-range engagement.
Designed to offer distinct gameplay experiences, allowing players to choose their preferred approach.
Rooftop Combat & AI Design
Sniper rifle placement encourages long-range engagements and tactical variety.
Designed to give players the option to experiment with different combat styles.
AI spawns via trigger boxes, ensuring encounters feel reactive to player movement.
Patrol routes vary in timing, creating dynamic engagements that reward observation and planning.


Nuclear Energy Facility
Players entering the Nuclear Energy Facility with the previously acquired key are immediately presented with two distinct paths flanking the nuclear fission pool. My intent was to clearly differentiate player options:
The right path was designed as a stealth-oriented shortcut through ventilation ducts, allowing players to bypass the upcoming combat scenario if they prefer a quieter approach.
The left path guides players toward the main door, intentionally providing a direct route into the heart of the energy plant and into a significant combat encounter.
My goal with these options was to encourage tactical decision-making and support multiple playstyles.
Interactive Hallway & Route Choices
Designed as a branching path to give players a meaningful choice in progression.
Left Path: A direct route into the Energy Facility, leading to a major combat encounter.
Right Path: A stealth-oriented shortcut through the ventilation shafts, bypassing the fight.
Structured to keep navigation feeling organic while reinforcing player agency in approach.
Interactive Grates – Encouraging Exploration
Interact widgets only appear when the player is nearby, rewarding observant players.
Designed to keep secret paths visually hidden from a distance.
Reinforces the feeling of discovering a hidden route rather than following an obvious objective.
Right-Side Path – Stealth & Close-Quarters Combat
Designed to support both stealth and aggressive combat based on player choice.
Tight corridors create ambush opportunities and require quick decision-making.
Three patrolling enemies add tension and encourage strategic movement.
Intended to contrast with more open combat areas, providing a distinct challenge.


Electrical Power Plant
This area was designed to create a high-stakes moment depending on the player's chosen route.
Direct Entry (Swimming or Main Door): Triggers an alarm, immediately escalating into a firefight against six enemies. A sniper rifle near the entrance offers a tactical advantage for players who notice it.
Ventilation Shaft Route: Allows players to bypass the alarm entirely, letting them reconnect with the main path unnoticed.
Inside the plant, a button deactivates the alarms, triggering a directed camera sequence that reveals a newly opened door—where one last enemy waits to catch the player off guard. My goal with this setup was to contrast loud, chaotic action with the reward of a stealthier, more methodical approach.
Routes to the Alarm Shutdown Button
Yellow Route: The safest option, offering ample cover and high vantage points for tactical play.
Green Route: The fastest but most dangerous path, with minimal cover, requiring speed and aggression.
Red Route: Bypasses the alarm entirely, connecting from the ventilation shaft for a stealth approach.
Designed to let players adapt their strategy based on playstyle and previous choices in the level.
Locked Door & Alarm Shutdown
After the firefight, a locked door blocks progression, requiring player interaction.
Button in the offices disables the alarm and unlocks the door.
Designed to create a brief moment of tension before moving forward.
Encourages environmental exploration and reinforces the level’s interconnected layout.
Rewards spatial awareness by making players engage with their surroundings.
Alarm Trigger & Combat Encounter
Entering from any route except the ventilation path triggers an alarm, alerting six armed enemies, including snipers.
Designed to create a chaotic, high-intensity fight, requiring quick reactions and smart positioning.
Secret ventilation path rewards exploration, offering a stealthier, more controlled entry.
Intended to escalate tension while reinforcing player choice and risk vs. reward dynamics.


Guard Tower Wall
This section introduces vertical traversal and strategic positioning, giving players multiple ways to engage with the encounter.
The player first rope-swings across the bell tower, creating a cinematic moment that reinforces movement-based gameplay.
Upon landing, they can use a sniper rifle to eliminate enemies from a distance or take the elevator down for direct combat.
Halfway along the wall, a ladder leads up to two vista points, offering north and south overwatch positions with two patrolling guards.
Players who skip the ladder and push forward will find a connecting elevator at the end of the section, leading to the same destination just before the guard tower.
The intent behind this layout was to introduce a mix of traversal, tactical decision-making, and varied combat engagement, ensuring the section remains dynamic and replayable.
Wall Climb & Rope Swing Traversal
Starts with a wall climb leading up to the bell tower.
Rope swing required to reach the military-controlled side of the wall.
Designed to break up standard movement with an interactive traversal challenge.
Reinforces verticality and momentum-based gameplay.
Aims to create a smoother transition into the next combat zone while maintaining flow.
Vertical Combat Space
After the rope swing, players enter a linear but vertical combat area.
Four guards: Two on the lower deck, two on the upper floor.
Designed to make combat feel dynamic despite the confined space.
Encourages strategic use of elevation, cover, and movement.
Bell Tower Rope Swing – Fix & Iteration
Rope anchor point allows the player to swing across to the other side.
Initial issue: Mesh interference with the rope spline caused traversal problems.
Solution: Removed collision on the static mesh, as the player never directly interacts with it.
Adjustment improved traversal reliability while keeping the intended level flow intact.
North Wall Vista Point
Single guard patrols the vantage spot.
Provides a high-ground view of the upcoming area.
Designed to help players orient themselves and preview upcoming challenges.
Offers the closest view of the level’s Weenie, reinforcing visual guidance.
Rewards exploration of vertical spaces and encourages spatial awareness.
South Wall Vista Point
Single guard patrols the elevated position.
Provides a panoramic view of the previously explored Water Facilities.
Designed as a moment of reflection, showing the player’s progress.
Reinforces the interconnected level layout.
Serves as an optional tactical position, rewarding vertical exploration.


Guard Tower
Approaching the Guard Tower head-on guarantees combat, with three guards patrolling the ground floor and one on the second floor. Players who move carefully can execute a stealth takedown in the locker area before taking the elevator up.
For those looking to avoid early combat, scaffolding near the tower provides an alternate route, leading to an open window. This allows stealth-focused players to bypass the first two floors entirely, skipping a direct confrontation.
Both routes converge on the third and fourth floors, where the soldiers' barracks and gym introduce a few more enemy encounters—serving as the final challenge before the rooftop mini-boss fight. This structure ensures a mix of direct action and stealth opportunities, giving players meaningful choices in how they tackle the tower.
Guard Tower Layout & Iteration
Two full floors and two half floors, with half floors positioned along the south wall.
Originally four full floors, but the layout felt too long and slowed pacing.
Iterated by reducing two floors by 50% in width, keeping vertical progression intact.
Adjusted to streamline traversal and combat flow, preventing unnecessary downtime.
Guard’s Mess Hall – Stealth & Combat Options
Three patrolling enemies create a dynamic encounter.
Cover options include vending machines and the serving bar for stealth players.
Stealth route requires precise timing, with some windows under two seconds in a ten-second patrol cycle.
Designed to offer a challenging but rewarding stealth option for players who carefully observe enemy movement.
Stealth Route – Alternate Entry
Designed to provide a pacifist-friendly route for stealth players.
Climbing the building’s ledge leads to an open window, bypassing the first two floors of combat.
Rewards careful observation and traversal as an alternative to direct engagement.
Balances player agency, allowing for both stealth and action-based approaches.
Second Floor – Stealth Takedown Opportunity
Single enemy spawns via trigger box as the player ascends the stairs.
Designed for an easy stealth takedown, standing still for 10 seconds before moving.
Provides a quick, satisfying elimination for stealth players.
Reinforces the viability of non-lethal approaches while maintaining pacing.
Third Floor – Close-Quarters Combat
Three enemies create an intense, close-quarters encounter.
Half cover with intentional gaps prevents players from feeling fully safe.
Designed to encourage dynamic movement and aggressive engagements.
Forces players to stay mobile rather than relying on stationary cover.
Fourth Floor – Pre-Boss Checkpoint
Acts as a brief respite before the helicopter mini-boss encounter.
One enemy present to maintain engagement without overwhelming the player.
Elevator leads to the rooftop, where General Draven and his four elite troops await.
Serves as a natural checkpoint, allowing players to prepare for the upcoming fight.
Rooftop (5th Floor) – Helicopter Mini-Boss Encounter
First major enemy encounter, serving as a mini-boss before the final showdown.
General Draven, inside a helicopter, deploys four elite troops to engage the player.
Designed to escalate difficulty and create a high-intensity moment.
Bridges the gap between standard encounters and the climactic boss fight ahead.


General Draven’s Penthouse
After zipping to the central building and taking a maintenance elevator to the top, the player reaches the final encounter against General Draven. This fight was designed to feel like a climactic showdown, reinforcing Draven’s role as the level’s primary antagonist.
After defeating Draven and securing the data drive, a final cutscene sequence plays, where the player jumps out of the penthouse window and parachutes down to the boat first seen at the docks, bringing the level full circle.
This ending was designed to provide a satisfying conclusion while rewarding players who paid attention to environmental details early on. Level complete.
Zipline Escape Sequence
Introduced as a fast-paced traversal challenge during General Draven’s helicopter escape.
Designed as a non-combat set piece to heighten action and spectacle.
Provides a high-energy transition between combat encounters.
Showcases a skyline vista, adding a cinematic, high-adrenaline moment before the final fight.
Intended to break up pacing and keep momentum strong heading into the climax.
General Draven’s Penthouse – Final Encounter
Self-contained combat space, leading directly to the level’s ending.
Extensive half-cover with some full-cover walls, creating a dynamic fight while keeping the player exposed.
Draven immediately spots the player, forcing an aggressive playstyle with no room for stealth.
Respawn point at the bottom of the elevator ensures quick retries without disrupting flow.
Final Escape & Mission Complete
After defeating General Draven, the player retrieves the Data Drive, triggering the escape sequence.
Parachutes down from the penthouse to the docks, landing near the waiting boat foreshadowed earlier.
Designed to create a cinematic conclusion, reinforcing a sense of accomplishment.
Brings the level full circle, tying back to the opening moments.
Mission Complete.


Level Design Techniques
Framing - One of my biggest priorities throughout the level was ensuring that objectives and pathways were clearly framed through composition, vantage points, and lighting contrast. To achieve this, I placed POV cameras in the editor at major entry points to evaluate how players would first see each space. This allowed me to iterate on geometry, lighting, and environmental storytelling to naturally guide the player's eye toward their next goal.
Pacing - To maintain an engaging rhythm, I mixed high-intensity combat encounters with non-combat action sequences like the zipline chase after General Draven. This moment was designed as a high-energy traversal moment, breaking up the pacing while offering a dramatic skyline vista, keeping the momentum high without overloading the player with back-to-back firefights.
Lighting for Tension - Late in development, I adjusted the combat spaces to enhance tension. By switching the lighting to a deep red and introducing an alarm sound effect, I created a more urgent atmosphere as the player rushes to escape the energy section and turn off the alarm. This shift made the sequence feel more intense and climactic, reinforcing the stakes of the mission.
Key Design Iterations
Guard Tower Rooftop
First Iteration
Highest level of blockout generally assigning the space and that it was going to be used to provide a zipline to the final boss building
Second Iteration
Began Developing the transportation from the fourth floor with the elevator and added some light cover along with a maintenance area beneath the platform
Final Design
Removed the maintenance hole based on the lack of interest in playtesting and added a helicopter pad. This idea snowballed into adding a helicopter fight
First Iteration
Highest level of blockout generally assigning the space and that it was going to be used to provide a passageway to the next area through the pools
Water Facilities Exterior
Second Iteration
Added geometry to the surrounding environment to shape the area and give it more of an open area feel with lots of cover and varying sightline lengths
Final Design
Added a second route out of the area through the nuclear facility passageway, added area lights to light up important walkways on the catwalks, added a rooftop to the water offices with a sniper for players to enjoy the longer sight lines
Energy Plant Interior
First Iteration
Highest level of blockout generally assigning the space and that it was going to be used. Not a clear direction with this area on the first iteration, but I knew that it needed to connect the water facilities and the guard wall. I also knew that this area needed interesting combat and to feel different than the previous area
Second Iteration
Added a primary facility to this area and made the gameplay indoors to juxtapose the previous wide open outdoor section. The facility still includes a wide open space with long site lines, but climbing into the scaffolding allows tighter close quarters combat
Final Design
To really separate this area from the previous water works I changed the area to trigger an alarm that activates when you approach from any angle except the hidden passageway through the vents. This created a high tension moment with a very different pacing tempo than the previous go at your own pace area