Overview
Project Breakdown
The Quest to the Hidden Valley is a solo project made in one week to test scripting and demonstrate level composition techniques inside Unreal Engine 5.1. The goal was to try out simple scripts like granting and executing abilities, the Chaos Destruction system, cinematics and the sequencer, and at the same time plan out a simple and self explanatory gameplay situation, while applying basic level design principles.
Project goals: Scripting, Level design, Narrative through environment, terrain design
Project length: 1 week
Programs used: Unreal Engine 5, Krita, Gaea Sample
In-depth breakdown Level Design
Constructing a small level demonstrating basics of composition and design theory was a core motivation of this project. The level is divided in three main sections, the forest, the deep cave and the cave exit.

I. The forest

This first section introduces the player to the first gameplay mechanics and acts as a tutorial for the things to come. The small and friendly forest provides a safe space for exploration and a sandbox to try out controls and basic movement.

The player is presented with the motivation of reaching the hidden valley behind the mountains. To traverse the chasm, the player has to explore the forest and find a rune, which grants them a “super jump” ability.
At the cave entrance, the player can instantly recognize that the blue rune will grant them a different ability; in this case “break”. The player can then break the door and step inside the cave.

II. The deep cave

The deep cave starts off as a narrow, enclosed space, giving the player the sense to move forward and get to the other side as fast as possible. In the main cave room, another breakable obstacle is preventing advance. This is the first real puzzle of the game. The player cannot backtrack and has to find a way to move forward.

By following the lights, the player can see a small side-cave in the back, which has 2 runes in it, the “super jump” and “break”. As the player has to jump a considerable height to fall in this cave, they learn that they can hold both powers at once.

This second section uses space and lighting as a medium of varying emotions and builds upon the tutorial of the first section by expanding the player’s knowledge of the ability system. It also introduces verticality and lighting as a way to guide the player.
III. The cave exit

The cave exit section presents the player with a small waterfall and a huge boulder, which blocks passage to the other side. Behind the waterfall, the player can spot a red light coming from a small opening leading to a red rune.
This rune grants the ability “super break” that can be used to break the boulder. This power however, can be lost if the player comes in contact with water. By first breaking the rock, from which the waterfall springs, the water flowing direction changes and the player can break the boulder, uncovering the hidden valley at the end of the cave.


The third and final section of the level is widening and in an upwards direction, promoting the “escape” from the ordeal of the character. It uses lighting both as a means of guiding the player, as well as setting the final mood of achievement and serenity after reaching the goal.
Scripting

Everything was built from scratch in this project, as a way to demonstrate my knowledge of the Unreal Engine blueprint system. The super jump and destruction abilities, the respawn function and the triggers for gameplay events have proven a fun and simple exercise in blueprints.
Cinematics

For the bridge breaking, waterfall triggers and lighting change at the end of the level, I used the sequencer within Unreal Engine. My goal was to demonstrate basic cinematic knowledge that could be expanded upon a real production for in-game cinematics, shots and scene transitions.
Chaos destruction system

Last but not least, I wanted to try out the Chaos destruction system and incorporate that into gameplay. Instead of just opening a door, destroying the obstacle that block the entrance makes the actions of the player feel more dynamic and leaves a direct impact in the world.