TIANRUI "TERI" ZHANG
GAME SYSTEM / LEVEL DESIGNER
Bridge of Eternal Winter
Platform - PC
Engine - Unreal 4
Team Size - 1 (Solo)
Duration - 6 Weeks
Bridge of Eternal Winter is a God of War themed Single Player RPG Level with linear storytelling and various combat setups. The level is built by myself and it is based on the Dynamic Combat System Kit within Unreal 4.

Game Overview
Bridge of Eternal Winter is a 3rd Person Action RPG Level that focuses on Combat and Developing Player Power Level. Aiming on creating an experience where player develop themselves into An All-mighty character and Dominating the World. Players can develop their character's power level through Acquiring Powerful Items and Improving their Mechanical Skills through defeating enemies.
Level Pacing
Tutorial
Attack
Defense
Stamina Control
Using Potions
Lock Target
Bridge
1v1 Combat
Pick-Up
Puzzle
Boss Fight
Upgrade
Iced Lake
Explore
Acquiring Powerful Gears
Enemy Crowds
Elite Enemies
Unlocking Doors
Learn
Improve & Practice
Dominate
Part 1 Tutorial
The Tutorial Area is designed for new players to Learn and Practice mechanical skills. It aims on giving new players a basic understanding of key controls by having them written on wall.
A Dummy is also placed within the area for player to practice freely without pressure. Getting them ready for challenges ahead.
Key Controls

Common Controls are on the left and highlighted.
Part 2 Bridge
Level Beats

Level Walk Through

Player Went on the Bridge and see three pathways. One on left, one ahead, and one on the right.

Player checks all three and found the one on the right and the one leads down are not accesable right now. They have to go on the Bridge.

Player goes on the bridge and see the power core they need right across the bridge inside the temple.

Player goes in the temple and knows that they need two blocks to unlock the power.

Player gets one block from mini boss.

Player gets one block from archer puzzle.

Player goes in the temple and knows that they need two blocks to unlock the power.

After both blocks are in, the cage opens. Player pushes the power core back in and enter the next part. (To be Continued)
Player Slaugthers a few minions with the powerful gear they just got.
Part 3 Iced Lake
Level Theme


Level Beats

Level WalkThrough

After they put the power back on, Player turns back and see the bridge is gone.

Player Drop down to fight more enemies.

Player goes into a Boss fight and gets a powerful gear after beating the boss.


Player beats a elite enemies and get a piece of powerful armor.

Player faces a huge wave of minions, but it is easy for them with the powerful gear they have in hand

Player enters the door that was originally locked and goes back on bridge.

Player reaches the Teleporter.
Level End
Level Iterations
UI/UX Research
I targeted the fans of the Dark-Soul series to be my main audience and tried to recruit people to playtest my earlier version of this game. I reached about five people and get feedbacks based on their answers and their playthroughs.

Playtester Feedbacks/My reflection
I organized the feedbacks and my reflections in three parts: Level Design, Visual, and Interface
Level Design
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The Level deficulty is too hard to new player at the early state, both because of the enemy placement and no tutourial.
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The puzzle pieces are lacking of guidance, playtesters are confused.
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The first pick up is missed by most playtestors, it needs to be placed at a different spot.
Interface
Visual
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The Keybinding interface is messy, playtesters spend a long time looking for certain things.
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The Brightness of the temple is to dark. Playtestors can barely see their target while in there.
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The brightness of the entire map is too high, makes the reflection hurting people's eyes.
Iterations
Before

Problem: The first encouter that playter faces is 2 enemies and it is simply destroying the player because he or she is new to the game.

Problem: Players get straight into the game, no tutourials make the first combat really hard.

Problem: Nothing in the game tells player what to do, just to black holes and nothing else.

Problem: Some locations are really bright and playtestor compains about they cannot see things and their eyes feel bad.

Problem: The Keybinding interface is really messy and playtesters spend a lot of time looking for things.

Problem: The first pickup sits on the side and most playtesters are missing it.

Problem: The temple room is pitch black and people can barely see things through it.
After

Solution: I swap out one of the enemies and make the other one weaker to make sure that player will be able to fight him and there are still some challenges in the combat.

Solution: A tutourial section is made for new players. A training dummy that cannot do much damage is put in there for new players to practice.

Solution: A path had been added so show the direction of the box that players need to find. Also a line is added in there that says "It seems like I need two Powerblocks in here." to help the player.

Solution: The lighting is reworked so the shadow is darker and the hightlight is not that bright anymore.

Solution: The important controls are on the right now and it is highlighted. The less important ones are on the left and they are organized by type of actions.

Solution: I set it in the middle of the road where is much more eaiser for people to notice that.

Solution: More lights are added in the room and everything is clear now.
Visual Value Propositions


