Lyra - Level & Gameplay Balance Design
Software used in the project:
Autodesk 3ds Max
Unreal Engine 5
Github
Description:
This Project Showcases some of my level design work, showing multiple iterations of a map layout and what changed based on user testing feedback.
The project uses Lyra, a system implemented by Unreal Engine 5 for testing and rapid prototyping of fast-paced combat levels.
Creation of the level, including iterative design in response to player feedback
Creation of a core gameplay feel, targeting a fast-paced third-person shooter with added movement mechanics
Balancing of game weapons, abilities and levels to create a more fluid game environment.
Editing of blueprints in Unreal Engine 5 to create a wide range of game mechanics to match the game feel.
Test the gameplay to ensure bugs and mistakes were filtered out before deploying the shipped version for public testing.
Conducting and reviewing public playtests to enhance the build based on gathered feedback, following up when necessary.
Change gameplay mechanics and adapt level layout based on data gathered in playtests, such as player heatmaps showing areas of direct interest while improving widely ignored areas.
Solo Development Responsibilities
Inspiration for the project began when I was playing an old game. In the game, there is a fast-paced, combat-themed, port-themed map. This is why I wanted to create my own map based on a cargo theme and see what I could do with the idea and develop it in time for an upcoming playtest session. I started from a node map, developed it into a level plan and then brought it to life in Unreal Engine 5 once I had worked out all the player path lengths on a Melan diagram.
Development mostly involved blockout tools within Unreal Engine 5, as the goal was not to produce a textured final level, but to generate a blockout game level for a fast-paced multiplayer shooter based on the Lyra package inside Unreal Engine 5.
The level went through three main stages of iteration, each based on feedback received via public playtests involving over 10 participants in the level. Versions of the main iteration changes are visible in the videos below, with design reasons behind each change.
Final Development Video
In this video, I cover the iterations of design the level experienced during the final parts of the project, including the theory behind each change, what the feedback was and how I changed the level to reflect that, leading to high-level reviews of 9.2/10 in feedback from a cohort of 27.
***Please note: my voice-over in these videos is a little fast-paced, as I was bound to a time constraint in these videos, as they were part of a submission to the University of Gloucestershire.***
In this video, I demonstrate the gameplay feel of the earliest playable prototype of the level. You may notice in this video a few issues that arise during gameplay; these are addressed in the video above.
Mid-Development Video Update