Beast Of The West WIP
Introduction
In this project, I set out to create a level set during the historical Japanese Kamakura period (1280). Inspired by the combat systems of Ghost of Tsushima and Yōtei, my goal was to design an experience that emphasizes intense combat encounters, environmental storytelling, stealth gameplay, and player-driven exploration.
The time period itself plays a key role in shaping the gameplay, atmosphere, and mission structure, helping to ground the experience in a world that feels both engaging and believable.
I drew heavy inspiration from games and media such as Ghost of Tsushima, Yōtei, Sekiro: Shadows Die Twice, and the TV series Shōgun. These titles motivated me to build a samurai world that feels immersive, engaging, and compelling to explore.
Project details
Team:
Level Designer - Daniel
Combat Designer - Logan
Narrative Design - Omar
What I did:
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2D map layer out in Figma
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Unreal Engine 5.6
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UE modeling Tool
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Landscape
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Level Design
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Whitebox
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Scripted Events
What tools I used:
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Ultra Dynamic Sky
Pre-Production
Research
My research focused on the Japanese Kamakura period (1280), with particular attention to its culture and architectural design. I gathered inspiring images to build a structured moodboard, establishing a clear visual direction and strong source of inspiration for the level.
I also analysed comparable titles and media set in similar historical contexts, including Ghost of Tsushima & Yōtei, Sekiro: Shadows Die Twice and the television series Shōgun. These references informed my approach to environmental storytelling, spatial composition, and overall tone.

Core Gameplay Loop
This level is built around a three-pillar core gameplay loop: Exploration, Stealth, and Grounded Combat.
Each pillar feeds into the next, creating a cyclical rhythm that encourages player choice while maintaining tension and escalation.
The goal was to design a space where stealth is the preferred entry point, exploration rewards curiosity, and combat delivers weight and consequence.

2D Layout
Using Figma to draw from my sources of inspiration and the levels I analysed from similar games, I translated my research into a 2D layout that provided a clear structural overview of the experience. This early planning stage streamlined the blockout process by defining key mission beats, enemy encounters, and stealth routes.

Blockout Process So Far

Pacing & Level Beats


