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Cult and Faith

Goal

Cult and Faith is an FPS project inspired by classics like Doom and Wolfenstein. My goal for this project was to make a game that not only felt similar to the greats mentioned above but also allowed me to put my unique spin on it as a level designer.

This project helped me improve my skills in designing combat spaces, as well as enemy placement, cover positioning, and encounter pacing. Additionally, I also improved my environmental storytelling and narrative structuring to enhance the level design. This helped me create a more immersive world that combines action gameplay with meaningful world-building.

Level Overview

Highlights of the level

Combat- level level

  • Introducing multiple enemy types to encourage tactical thinking and adaptable strategies
  • Using environmental hazards (e.g., lava, poison fields) as combat elements
  • Equipping the player with a diverse arsenal suited for handling different enemy threats
3 Iterations:

Techniques

Affordance

I use visual consistency so that the player can read the information in a fast-paced combat environment.

  • Affordance—Color-coded interactions and objects ensure quick recognition, even in fast-paced combat.

 

  • Visual Language—Color Locks use distinct color variations to clearly indicate locked vs. unlocked states.

 

  • Balance immersion – The game world follows consistent visual rules, allowing players to intuitively understand how it works.

Gates & Valves

I would stop the player from moving too fast through the level, as they would sometimes skip the main objective.

  • Lock and Key: Players must find a key to unlock access to the next area, preventing full exploration from the start.

 

  • Backtracking: After completing an objective, players must return to a previous location to continue progressing.

 

  • One-Way Entrance: Players fall into an area they can’t return from, forcing them down an alternate path where they encounter enemies.

Progress

Top View
Progress

Outside research facility

Inside research facility

Castle

Walkthrough

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9 Videos
Beat Overview

Beat 1: Hell

Once in Hell, you go to the transportation hub and make your way to the research facility.

Top down view of the beats

Walkthrough Guide

Process

1: Research, ideation and planning

I began the project by exploring creative directions, gameplay themes, and tone through structured ideation and visual research.

  • Brainstorming:  I used a Miroboard to explore setting mechanics and gameplay themes. I also use it to quickly iterate on top-down level design maps, having multiple versions throughout my personal project.
  • Early Concept: I created the initial ideas for many of the mechanics used in the project. I worked with an asset pack that included a variety of pre-built mechanics, which allowed me to experiment and test different systems. I also established the early level design beats and pacing that would carry over into the final version of the project. 
  • Visual References: I researched various themes and compiled a mood board that helped me build the world, the tone, and the story. Many of these images are not only from video games but also from other media that helped me create this project.

2. LDD​ and 2D map

  • Gameplay Beat Sheet
    Broke down the level into smaller segments with clear gameplay progression, such as stealth, combat, narrative, and boss battles. I decided to keep the beats to fewer than 10 to maintain a clear and concise story and image.
  • Pacing Graph
    A map of the intensity of the entire level and the flow of how the player will feel throughout.
  • 2D Map
     I first created a level design map by sketching it with pen and paper. I outlined all the important areas, such as combat, narrative moments, and locations where the player can find extra ammo and weapons. After that, I created a more detailed 2D digital version of the sketch in Miro. I further iterated on it by adding and removing different parts over time.T
  • Level Design Document
     In this Level Zone document, I compiled all the planning, beats, pacing, layouts, and mechanics into one resource that will help guide me during the development of this project.

4: The First Roughout

Goal: To create an FPS level greatly inspired by classic Doom-era design..

Solution:

  • Used a level design kit for prototyping that included a classic FPS asset pack. This included monsters, weapons, and the overall look of the level

  • First, created a rough draft image using pen and paper. Then, created a digital 2D map, and finally transitioned that to Unreal Engine 5, blocking out the level using simple geometry and color coding

  • Iterated constantly through multiple design cycles, each one adding a different variation to the level

  • Added multiple placeholder objects for key moments throughout the level to simplify the gameplay structure.

 

Result:
I created a fully playable level that gives players a strong sense of immersion, evoking the feeling of playing classic Doom or Wolfenstein. The core gameplay ideas came through clearly, allowing the player to feel like a one-man army.

5: Iterating on the Roughout

Second Iteration 

I decided to revisit my project and refine these key areas.

  • Researched additional castle references and updated the layout accordingly
  • Introduced simplified object geometry inspired by castle-like environments
  • Increased player resources (ammo and gundrops) to improve combat balance

Problem:
The castle area did not feel like a castle. The giant walls around it made it feel like any other penetrable building.

Solution:
I added a large number of walls to the castle area that closely resemble historical castles, which were very difficult to penetrate.

Problem:
The second enemy encounter outside the research facility felt too bare. There was no cover, and it was too straightforward. It didn’t challenge the player.

Solution:
I added more cover with a variety of types, including long and short cover. I also made the cover large enough to obscure the player’s view of the enemy.

Third iteration

I decided to revisit my project and refine these key areas.

  • Implemented a power queue system to indicate generator status (on/off) to the player
  • Enhanced level design by adding verticality to previously flat, repetitive room layouts
  • Introduced a new cinematic sequence triggered when the player activates the generator, visually confirming the power restoration

Problem: The player didn’t really know that the power to the generator was on; there was no visual information guiding the player.


Solution: Not only does the color turn from red to green, indicating the power is on, but when the player turns the power on, a cinematic moment will play showing the generator powering up.

Problem: The combat space was too boring and didn’t add enough challenge to the player.


Solution: I decided to create a Love Field where the player must follow an exact path, or else they will get hurt.

 

Fourth iteration 

After receiving feedback on what I needed to iterate on, I decided to revisit my project and refine these key areas.

  • Introduced more challenging and unique combat scenarios
  • Redesigned large sections of the research facility layout to enhance player engagement
  • Increased enemy variety throughout the level to raise difficulty and keep players challenged

Problem: The combat space was very boring, and the player did not feel engaged.


 Solution: Added variety and created two unique combat scenarios using a lava pit and a poisonous field.

Problem:The room was very open with little to no cover it was not very challenging for the player



Solution: Challenged the player to not only watch out for the poisonous field but also deal with two big, tank-like enemies.

 

Fifth iteration

After receiving feedback on what I needed to iterate on, I decided to revisit my project and refine these key areas.
Redesigned a combat space in the castle area

Transformed the dull, unimmersive castle entrance through multiple iterations

Added a boss battle at the level’s end to provide a final major challenge

 

Problem: The combat area lacked immersion and failed to engage the player.

Solution:  The player now has to fight many different enemy types. 

 

Sixth iteration 

After receiving feedback on what I needed to iterate on, I decided to revisit my project and refine these key areas.

  • Introduced a new weapon type and added more ammo across the level to improve combat balance.
  • Adjusted gun variables after player feedback indicated the weapons felt too weak.
  • Began refining level geometry using updated assets from the environment pack.

Problem: The research facility combat area still needed more work, as the challenge for the player was not there yet.

 

Solution: I decided to add more cover and color coding to the combat area to increase the challenge for the player.

Problem: The combat area was just a simple hallway with a lava pit on the floor—not very challenging.

 

Solution: The new combat space takes place inside a room where the player must fight off three flying enemies while trying to reach the other side.

Takeaways

Design Decisions and Final Thoughts

Heading into this project, I wanted to focus on combat, since many of my games have little to no combat and are more narratively driven. I wanted to create an action-packed level that feels very similar to classic Doom and Wolfenstein.

Over the last few months, I did pre-production, blocked out the level, and improved upon my original design. It was challenging, as many of my early combat spaces felt boring and not very engaging for the player. But thanks to the incredible feedback I received, I was able to iterate on several different combat spaces and ultimately create a unique and more engaging level.

After completing this personal project, I want to take some time to reflect on my decisions and what I’ve learned.

 

Takeaway 1: Creating rewarding and challenging combat is tough but achievable through iteration

Frequent playtesting and feedback led to major changes in my level’s combat scenarios.T
I iterated on enemy placement, cover, weapons, and encounter pacing to create a more dynamic experience.a
Through this process, I became much more confident in designing compound areas that feel both challenging and satisfying.k
Balancing all combat elements was difficult—but in the end, I created something I’m genuinely proud of.

 

Takeaway 2: Iteration is the key to success. 

Adjusted cover placement, combat flow, enemy types, and weapon variety
Tweaked the overall feel and pacing of the levela
Learned something new with each version, which directly improved my level design skills
Allowed me to solve problems early, preventing delays later in development