A combat FPS level built in Unreal Engine 5, taken from greybox to final art across two production milestones.
The Array is a combat level in the post-Fall Scraps world. The player crosses a desert ravine and an exterior substation, pushes through the facility interior, drops into a flooded sublevel, and fights out to a helipad extraction. The spine of the level is a laser-routing puzzle: the level teaches it clean, lets you get comfortable, then asks you to use it under pressure.
Fifteen frames along the critical path. Tap or click any image to swap between the final art pass and the original blockmesh.
Alpha scored full marks but came back with a long feedback pass. The most useful notes were the ones that exposed where players broke the level instead of playing it. I restructured the opening so the first beats read in the intended order, closed a mirror exploit that let players skip part of the laser puzzle, and tightened the door and fuse event chains so the sequence could not fire out of order.
The lesson I am taking forward is that a level is not done when it works, it is done when players stop finding the seams. The blockout-to-final pairs above are the visible half of that, but the bigger work was in the systems underneath, making the level hold together no matter how someone tries to play it.