Class Project | Unreal Engine 5.5 | First Person Shooter
Role: Level Designer
Team Size: 3 Designers
Duration: 1 Month
Platform:
Tools: Unreal Engine 5.5
Scraps is a post-apocalyptic first-person zombie shooter where players explore an abandoned research facility buried beneath a wasteland. I owned the Focal Point of the level, the Trolley Entrance section, which connects the loading & storage area to the research lab entrance.
Gameplay Showcase
SCRAPS
Blockout Snapshots
Asset Implemented Snapshots
My Level Section – Trolley Entrance
This section bridges the opening area with the research lab and introduces an action-block puzzle blended with combat pressure.
Player Flow
1. Enter the trolley station from loading area vent
2. Go upstairs to get to trolley
3. Press the trolley button to initiate transport to next stop
4. Fight or sneak past roaming zombies in the control room
5. Pull lever to initiate power to next trolley
6. Press the trolley button to initiate transport
7. Ride trolley into research lab entrance
Design Goals
Goal
Teach new mechanics without overwhelming
Blend puzzle + combat
Encourage player choice
Prevent frustration
Solution
Created a practice version of the trolley puzzle before the research lab
Forced players to activate systems while under zombie patrol pressure
Designed the encounter so players can sneak or shoot
Added trolley auto-closing doors to avoid falling off the track
Encounter Breakdown – Control Room
This is the section I am most proud of.
Two zombies patrol the control room using scripted routes
The player can observe patterns before engaging
Stealth path avoids confrontation
Combat path rewards aggressive play but risks damage while activating systems
This encounter trains players to read enemy behavior instead of brute forcing every situation.
Iteration & Playtesting
The level went through two major milestones: Alpha and Beta.
Playtests were conducted by classmates from other teams.
Issue Found
Zombies not patrolling
Player falling off trolley
Forced jump at the staircase
Fix
Changed runtime navigation mesh generation to Dynamic
Added auto-closing sliding doors
Leveled geometry to improve flow
Blockmesh to Final
I blockmeshed the level using a modular kit and later replaced geometry with modular environment assets. When necessary, I combined modules to create unconventional shapes such as train ticket scanner.
Technical Level Design
World Partition setup for multi-designer workflow
Button and lever action blocks controlling trolley state
Scripted patrol routes for zombies
Using Blueprints to make trolley level mechanic function
Conditional trolley logic preventing misuse
Reflection
This was my first collaborative level design project using World Partition, which taught me how to properly own and integrate a section of a shared environment.
The biggest takeaway was the importance of playtesting early. Watching unfamiliar players navigate my level revealed usability issues I would not have caught alone.
What I Would Improve
Given more time, I would push our mechanic through a full IPM cycle (Introduction, Practice, Mastery) instead of stopping at the practice stage. Production was limited to under 10 minutes of gameplay, so some mechanical depth had to be cut.