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Level & Systems Design

Rogue's Gambit

Raven, a rogue, has one night to rescue the sorcerer Merle and stop a cult from summoning Utako, a Lord of Hell. Three paths in, one altar at the end.

RoleSolo level and systems designer
EngineUnreal Engine 5, Blueprint, Sequencer, UMG
Source controlPerforce
Playtime~7 minutes

What I did

  • Designed an isometric dungeon with three paths (barbarians, undead, demons) that branch from one entrance and converge on a single altar room.
  • Built the main objective as a multi-step environmental puzzle driven by one Blueprint state machine, so every clue unlocks the next and nothing fires out of order.
  • Built a three-wave summoning encounter that unlocks only after Merle is freed: five enemies per wave from three spawn points, ending early if the statue falls.
  • Tied each path to an optional objective, and tied the optionals back into the finale: leave townsfolk behind and the final waves hit 10% harder.
  • Implemented click-to-move, a shared interaction interface, quest and objective HUD, an intro cinematic, and an end-of-level results screen.
Top-down design map beside the built level
Paper to engine. The design map next to the finished level, built to match it room for room.

Systems

Main objective

The Merle chain

Talk to Merle, find the unbinding note in the Demonic Study, wake the fallen paladin's sarcophagus, and carry his light back to free Merle. One enum drives every step, so the order cannot break.

Encounter

The summoning statue

Locked until Merle is free. The first hit starts the encounter: a wave every ten seconds, three waves total, five enemies each from three spawn points. Destroying the statue ends it and the level.

Optional objectives

Linen, bone piles, townsfolk

Path 1: collect 5 linen from barbarians for bandages. Path 2: destroy 3 bone piles to stop the necromancers. Path 3: rescue 6 townsfolk from the sacrifice once their guards are down.

Consequence

Choices carry forward

Leave townsfolk behind and every enemy in the statue waves deals 10% more damage. The results screen reports all four objectives when the level ends.

The level

Rogue encampment at the level start
Jana's camp, where the run starts.
Dungeon entrance
The entrance. Pick a path.
Barbarian fortification gate
Path 1: the barbarian fortification.
Barbarian camp from above
Path 1: the barbarian camp.
Barbarian campfire
Barbarians drop the linen.
Undead arena with bone piles
Path 2: the undead cave and bone piles.
Bone pile with undead guards
Destroy three to stop the necromancers.
Torch-lit hall with demons
Path 3: the demon hall.
Ritual chamber with glowing pentagram
The ritual chamber. Six townsfolk to save.
Demonic Study with bookshelves
The Demonic Study, home of the unbinding note.
Corridor with grimoires leading to the statue
Grimoires lead the eye to the statue.
Altar room with pews and the summoning statue
The altar room and the summoning statue.

Level design concepts

Annotated screenshots of the level design concepts built into Rogue's Gambit. Click any image to enlarge it.

Top-down map with four numbered arrows tracing the main quest route
01

Golden Path

The golden path demonstrates the main quest steps in order and a route the player could take. However, it is nonlinear, so they could take any of the 3 paths to complete the level.

The statue of Utako circled, visible from far across the level
02

Landmark (Large)

This image shows a large landmark that can be seen from very far away: the statue of Utako.

The barbarian camp and campfire circled
03

Landmark (Small)

This image depicts a small landmark, the barbarian camp. It is a combat zone with the first optional objective, getting the linen cloth drops.

The ritual chamber pentagram circled
04

Landmark (Small)

This image depicts the ritual sacrifice chamber pentagram, a small landmark with the third optional objective to free the captured townsfolk.

Arrows connecting a trail of grimoires toward the altar room
05

Breadcrumbs

This image depicts the grimoire breadcrumbs leading the player to the altar room to start the main objective puzzle.

The same door shown closed, then open
06

Gates

This image depicts the gates (doors) the player has to open to get to the undead and demon paths.

Arrow following a blood trail to a bone pile
07

Leading Lines

This image shows the blood trail leading line that leads to the destructible bone pile in the bone pits, the second optional objective in the level.

Arrow following a row of wall lights down a corridor
08

Leading Lines

This image shows the wall light leading line that leads to the undead-infested caverns.

Enemies circled in red and collectibles circled in yellow
09

Color Language

This image shows the color theory of the level: orange means interact, yellow means collectible, and red means danger or enemies. I wanted to reinforce the level with these colors to give the player teachable moments.

Design process

Story beats

Sketched by hand first, then rebuilt as a timed beat chart across the beginning, middle and end of a seven-minute run.

Hand-drawn story beat chart
Hand-drawn beat chart.
Digital story beat chart
Final beat chart, six sections.

Pacing and layout

Pacing chart with timed beats
Pacing chart. Every beat is timed, and each path is color-coded.
Bubble diagram
Bubble diagram.
Top-down level map
Top-down map.
Top-down map with three paths
All three paths from the camp to the altar.
Area color palettes
Area palettes: undead, demonic, RPG and barbarian.