Game Jam | Uneal Engine 5.4
Full Sail University Hall of Fame 2025 (24 Hours)
Role: Level Designer
Engine: Unreal Engine 5.4
Team Size: 5
Duration: 24 Hrs
Platform: PC
Tools: UE5, Perforce
My Responsibilities in this project:
Conceptualised the initial framework of the main mechanic to fit the game jam theme.
I collaborated with the artist to ensure the “dreamy” visual style aligned with the game’s level aesthetic.
Mapped out the level puzzle in Unreal to complement the main mechanic.
I started designing the middle part of the level, which starts after the first gate, where the player falls down and is met with a strange beast that requires a fruit that acts as the key to the next part. I planned to utilize the pressure plate that is only obtainable by transferring characters. This part was learned by the player in the first part of the level. Then, I thought of adding an additional layer to the puzzle by creating an obstacle that acts as an enemy guarding the key. This enemy is undamagable and shoots harmful projectiles that only damage the “dream” version of the character. This does not reset/“kill” the player but resets the dream version back to the player’s position. By this, the player can attempt to obtain the key without the tedious work of replaying the level. Moreover, it fits in the narrative of Dreamworld.
Once the player obtains the key and finally proceeds to the next part of the level, I planned to introduce another mechanic that served as an obstacle. It was very easy to script, which saved time for easy prototyping. I placed a wall that sent the dream version of the character back to the original player’s position.
With that implemented, the final part of the level, for difficulty level pacing purposes, I decided to put every mechanic created (dream platforms, pressure plate, and projectile shooting enemy), with the fruit that acts as the key as well. This part is intended to challenge the player with what they have learned throughout the level.
Level Puzzles Interactions
By having the main mechanic in mind, I have used our level mechanics, such as “dream cloud platforms” and pressure plates that can only be accessed by having the player use the “sleep” mechanic.
References IPM throughout the level.
Prioritizes PFI; sound, and visual cues.
We planned to recycle assets from the last project Under 1GB, to prioritise designing the core mechanic of switching player character and designing level mechanics that complement.