NEILA

Third person / Single-player / Sandbox

NEILA

Third person / Single-player / Sandbox

TimeLine

7 weeks

Team

17 People

Engine

Unreal Engine

Personal Responsibility

Level Design / Technical Level Design

TimeLine

7 weeks

Team

17 People

Engine

Unreal Engine

Personal Responsibility

Level Design / Technical Level Design

PROJECT OVERVIEW

Goals and Timeline for the whole project
Sandbox
Combat / Action
Physics
Steampunk

NEILA, as a sandbox game, set in an alien research center. Players use three powers—Telekinesis, Glue, and Zero-Gravity Gas—to explore the environment, battle alien enemies, and find their way out. The level design emphasizes player freedom, system-driven problem solving, and clear spatial guidance to encourage experimentation with powers.

My Responsibilities

  • Designed the layout and spatial flow of the public part of Alien Research Center

  • Created combat and exploration spaces supporting physics-based gameplay

  • Built interactive and technical level props tied to player abilities

  • Iterated levels based on playtests and power usage patterns

My Objectives

LEVEL DESIGN

Design combat spaces with varied encounter types

Maintain a coherent alien–steampunk visual language

Support free exploration with clear spatial guidance

Level Technical Design

Design Interactive props

Design Props for players to learn power/mechanics

Encourage power combinations through environmental challenges

Project Timeline

WEEK 01: Idea & Core

Ideation, Level Concepting and Drafting, Main function Prototyping

WEEK 02: Pre-Alpha

Essential gameplay mechanic development, Level blockouts

WEEK 03-04: Alpha

Core mechanic implemention, Level Blockouts, Props prototype, Playtesting

WEEK 05: Beta

Level Dressing, Finalize Mechanics, Narrative Implemention

WEEK 06-07:Final Polishing

Playtest and Bug fixing, Performance optimization, more playtesting, Marketing

WEEK 01: Idea & Core

Ideation, Level Concepting and Drafting, Main function Prototyping

WEEK 02: Pre-Alpha

Essential gameplay mechanic development, Level blockouts

WEEK 03-04: Alpha

Core mechanic implemention, Level Blockouts, Props prototype, Playtesting

WEEK 05: Beta

Level Dressing, Finalize Mechanics, Narrative Implemention

WEEK 06-07:Final Polishing

Playtest and Bug fixing, Performance optimization, more playtesting, Marketing

Ideation and Preparation

Core ideas from group discussion

At the start of the project, our team defined combat and sandbox exploration as the core genres. To guide all design decisions, we established several high-level goals:

  • One core power supported by 1–2 complementary abilities, all designed for interaction

  • Powers usable both in and out of combat

  • A dynamic environment that encourages experimentation

We collaboratively brainstormed mechanics and level concepts, then grouped them into three coherent design packages that combined abilities, narrative tone, and level logic. The final direction was chosen through team voting.

At the start of the project, our team defined combat and sandbox exploration as the core genres. To guide all design decisions, we established several high-level goals:

  • One core power supported by 1–2 complementary abilities, all designed for interaction

  • Powers usable both in and out of combat

  • A dynamic environment that encourages experimentation

We collaboratively brainstormed mechanics and level concepts, then grouped them into three coherent design packages that combined abilities, narrative tone, and level logic. The final direction was chosen through team voting.

References and Target audience:

For gameplay and genre-wise, our team took CONTROL and PREY as references. For level design, I took Dishonored series as case studies. Not only for the level can interact to different superpowers, also changeable level for players exploration.

Drawing from our gameplay inspirations, we analyzed their common audiences, noting their likes and dislikes:

  • Single-player, online-social experience for ages 15-40

  • Create situations for players to experiment with enemies and the environment

  • Avoid overwhelming players with an overabundance of weapons or abilities

Level Breakdown

Blockouts and Player Flow of the Level

The level blockout was designed around clear spatial logic and player flow. Based on functional use and expected movement patterns, the research institute is divided into public areas (exhibition halls, lobby, library) and private areas (research labs, guard towers, storage, and mechanical spaces).

Architecturally, the level combines Victorian-inspired structures with alien and steampunk elements. Increased ceiling heights, exposed gears, and pipe systems reinforce the theme while maintaining readability for traversal, combat, and power usage.

Gameplay loop

After balancing the degrees of freedom, our levels remain linear in the initial stages, but later, as players gain more abilities, they can explore different paths leading to different areas, and there are also two possible escape routes at the end.

Exhibition Room

The most public-facing space, designed with multiple pillars and varied height platforms to support movement, combat positioning, and sandbox-style traversal..

Exhibition Room

The most public-facing space, designed with multiple pillars and varied height platforms to support movement, combat positioning, and sandbox-style traversal..

Library

A dense, narrow combat space defined by shelves and small physics objects, encouraging telekinesis usage. This area introduces the Gravity Gas ability.

Library

A dense, narrow combat space defined by shelves and small physics objects, encouraging telekinesis usage. This area introduces the Gravity Gas ability.

Computer Center

A steampunk-inspired industrial space with interactive machinery and physics-driven props. Puzzle-focused challenges here require players to combine multiple powers.

Computer Center

A steampunk-inspired industrial space with interactive machinery and physics-driven props. Puzzle-focused challenges here require players to combine multiple powers.

Level Props

Interactive Props blend with gameplay loop

All level props were designed around physics-based interaction, supporting the three core player powers: Telekinesis, Glue, and Zero-Gravity Gas. This allowed players to experiment freely and solve challenges in multiple ways.

I implemented them using UNREAL's physics simulations, Chaos system and blueprints.

Puzzle Props

Physics-driven objects such as hinged boards, trap doors, and rotating components. These props were built using physics simulation and Blueprints, allowing players to combine powers creatively rather than relying on a single solution.

Progression-Gated Props

Certain level elements were designed to teach or reinforce specific powers, such as glue-based traversal doors and sinking platforms that require Zero-Gravity Gas to escape. These ensure players understand each ability through interaction rather than tutorials.

Interactive Environment Props

Environmental objects, such as breakable glass and leaking liquids, were implemented to enhance player feedback. These interactions emphasize the impact of player powers and create a more satisfying, reactive environment.

Some props also works in narrative way.

Iterations

Goals and Timeline for the whole project

Throughout development, the level evolved alongside gameplay systems and player abilities. My iteration focus shifted from establishing clear spatial flow, to supporting physics-driven interactions, and finally to improving player experience and understanding through feedback and polish.

Core Challenge: Player Guidance in a Sandbox Spaces

One of the biggest challenges in this project was player guidance. Early playtests showed that players often felt lost, especially when introduced to multiple physics-based powers in an open, sandbox-style environment.

Our design goal was to balance player freedom with clear directional guidance. To address this, we iterated on environmental cues, level flow, and power-gated interactions to teach mechanics through play rather than explicit instruction.

Pre-Alpha: Ideation and Core

Defined core layout, spatial structure, and genre direction.

Alpha:Blockouts & Level flow

Iterated blockouts, improved navigation clarity, and introduced core physics-based interactions.

Beta: Interactive Level Props

Implement Gravity power. Expanded puzzle systems and learning-focused props to reinforce power usage and player experimentation.

Final polishing

Addressed bugs, refined VFX and visual guidance, and improved overall readability.

LEVEL ITERATIONS

Pre-Alpha: Ideation and Core

Defined core layout, spatial structure, and genre direction.

Alpha:Blockouts & Level flow

Iterated blockouts, improved navigation clarity, and introduced core physics-based interactions.

Beta: Interactive Level Props

Implement Gravity power. Expanded puzzle systems and learning-focused props to reinforce power usage and player experimentation.

Final polishing

Addressed bugs, refined VFX and visual guidance, and improved overall readability.

LEVEL ITERATIONS

To address the issues appeared from playtests, I didn't only adjust level, but also introduced a wider range of interactive and physics-driven props, using them to both teach power usage and refresh gameplay pacing, helping players stay engaged without relying on linear paths or explicit tutorials. While production time limited how much content we could add compared to mature sandbox titles, these iterations significantly improved player understanding without sacrificing experimentation.

Toolkit

Software and Knowledge used for solutions

Cooperation

Physics Simulation

Unreal Chaos System

Architecture

UI prototype

Reflection

My Thoughts for the whole project

NEILA taught me how to balance sandbox freedom with clear player guidance in a physics-driven level. Through playtesting, I learned to rely on environmental cues and interactive props to teach mechanics and maintain engagement, while working within real production and time constraints.

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