Project Overview


Shandora_Temple is a short third-person level design prototype built in Unreal Engine 5, focused on readability, player flow, and fair challenge. The level guides the player through a trapped corridor, a simple environmental puzzle, and a vertical interior platforming sequence that culminates in a clear win condition.

This project was created as part of a level design assessment and is presented at a blockout fidelity, with emphasis on layout, mechanics, and player experience rather than art polish.


Design Goals
The main goals for this level were to:

Create a clear critical path without relying on UI prompts
Ensure all challenges are visually readable and fair
Maintain low-friction failure to preserve flow
Tune platforming to the player’s movement abilities
Demonstrate clean, understandable gameplay logic




Player Experience & Flow


The level is structured as a short, self-contained experience with a steady difficulty curve:

Intro Corridor
Establishes forward momentum and introduces the spatial language of the temple.
Trap Encounter
A contact-based trap clearly communicates danger. Failure results in an immediate respawn, reinforcing cause-and-effect without punishing the player.
Lever-Gated Door
A simple environmental puzzle that reinforces player agency and cause-and-effect. The lever and door are spatially framed so their relationship is immediately readable.
Interior Platforming Ascent
A vertical traversal section designed to feel challenging but readable. Platform spacing is tuned to the player’s jump arc, allowing standard jumps to succeed while reserving double jump as a recovery tool.
Treasure & Win Trigger
A clearly readable reward space that signals completion without interrupting gameplay flow.




Core Mechanics Implemented


Trap & Respawn System
Traps kill the player on contact
Respawn is immediate and low-friction
Encourages learning through iteration rather than punishment

Environmental Puzzle (Lever & Door)
Lever activates a door via a direct reference
Uses simple overlap detection and event calls
Prioritizes clarity and modularity over complex logic



Platforming & Traversal
Vertical spacing tuned to avoid mandatory double-jump spam
Horizontal spacing widened to support camera readability
Fewer, well-placed platforms instead of dense layouts



Win Condition
Overlap-based win trigger on the treasure platform
Clear feedback indicating successful completion




Level Design Decisions
Readability over complexity
All challenges are visually communicated. When the player fails, the reason is immediately clear.
Fewer mechanics, better tuning
The level focuses on executing a small set of mechanics well rather than layering unnecessary systems.
Flow-focused iteration
Platform heights, spacing, and room scale were adjusted through repeated playtesting to reduce hesitation and camera friction.
Blockout-first mindset
The level is intentionally presented at blockout fidelity to highlight spatial design, pacing, and gameplay logic.




Tools & Engine


Engine: Unreal Engine 5
Focus Areas: Level blockout and layout
Player flow and pacing
Blueprint scripting
Traversal and spatial readability


What This Project Demonstrates
Strong understanding of player guidance and spatial readability
Ability to iterate based on playtest feedback
Clean, maintainable Blueprint logic
Confident control of scale, spacing, and movement affordances
Intentional design decisions without feature overload



Reflection​​​​​​​
Shandora_Temple reinforced the importance of restraint in level design. Clear layouts, well-spaced traversal, and fast feedback created a more satisfying experience than adding additional mechanics. The final result reflects a focus on clarity, flow, and player trust.
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