
SHANG SACRIFICE


Shang Sacrifice is a Third-Person Action Adventure RPG Level Design set in a fictional version of China during the Zhou Dynasty.
On a remote island in the Pacific Ocean, religious zealots have been outcast by society for their practice of human sacrifice as they captured unwitting people to be their victims, newly criminalized after the fall of the Shang Dynasty and rise of the Zhou Dynasty.
The player takes the role of one of the captives of the who has been captured by the followers of the old ways and must escape their holding cell on the island and stop their captors from mercilessly killing people.
ROLE
DURATION
TOOLS USED
Solo Project
1 Week
Unreal Engine 4

Thematics
References

Pacing & Experience
Player Experience

The player experiential goal for this level design project was to create an island jail breakout level filled with combat, layering on top of that base with thematics of Ancient China during the Zhou Dynasty with architectural elements, while still keeping it fantastical by setting it in a fictional island locale to draw a line separating it from real life.
Shang Sacrifice - Level Eagle Eye View
Narrative Pacing
TUTORIAL
Lock and Switch
Melee Combat
Ranged Weaponry
Collectables
Lock Target
CHANGE OF SCENERY
Melee Combat
Weapon Upgrades
Pockets for Exploration
Downbeat
COURTYARD
Advanced Melee Combat
Advanced Ranged Combat
Enemy Crowds
Advanced Switch Puzzles
Pockets for Exploration
BOSS FIGHT
Mastery of Combat
Great Treasure
Acquring Stronger Armor/Weapons
Laying the Path Out
Paper Maps

Shang Sacrifice - Early Paper Maps
Holding Cell
Area 1 - Combat / Puzzle Mechanics Introduction

Holding Cell Screenshots
The player first finds themselves in a holding cell in an unknown place, and must find the switch hidden in the room around them in order to unlock their place of captivity, introducing players to the usages of switches to open up locks within the level. Lighting is used to highlight levers and buttons players will need to interact with.
They venture further past the holding cells into the main room of a temple where their first combat encounter occurs, and where they procure a bow and arrow to use.
Seemingly unable to find a way out, the player will see a switch above a locked door, out of arms' reach. The player is intended to naturally think to use their newly acquired tool/weapon. Wielding their bow, the player shoots an arrow towards the switch and the door held shut drops down. As the player goes into the dark room, they are suddenly dropped into a new environment.
Goals
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Introduce Mechanics in a Low-Risk Environment
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Ranged and Melee combat
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Puzzle Interactions with Arrows and Levers
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Cliff Garden
Area 2 - Change of Scenery & Exploration

Cliff Garden Screenshots
After escaping the holding cell and completing their first combat and puzzle encounter, the player falls through a trap door in the temple and winds up finding themselves on the surface of the island, the place of their capture being obscured by rocks and the mountain.
This level beat in my level design practice is intended to bring a moment of surprise to the player as they exit the temple jail in the cave. The cliff garden plays with the player's emotions as they go from feelings of curiosity and wariness of how they ended up in their cell and fighting within a small enclosed area only to reveal the rest of the island the player has yet to explore. Evoking feelings of the wonder using environmental storytelling and vista shots, further push the player along the level's narrative, continuing onwards on their journey.
The vista shot within the Garden area also serves to give players a glimpse of areas and opportunities for puzzle and combat they are yet to encounter, along with secret areas to explore and obtain rewards, satistfying a player's needs for exploration with these pockets.
Goals
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Transition the player between spaces
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Incentivizee Player Exploration
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Overarching Vista Points
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Clear POI
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Pockets
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Optional Pockets for Exploration
Bridge + Courtyard Fight
Area 3 - Combat / Puzzle Mechanics Revisited

Courtyard Fight Screenshots
After the brief moments where the player is allowed to take in the environment around them and explore the area, following down the critical path, they are faced with another enemy combat encounter, in which they use their skills with the bow to take down enemies perched upon scaffolding in the water. This allows the player to organically be introduced to new ways to utilize their tools and keep gameplay fresh and exciting.
From here, they are able to continue on down to the courtyard area where players procure a sword, which they could also obtain earlier through exploration, and engage in a battle amongst stronger ranged and melee enemies. This space is intended to make players feel powerful as they take down multiple enemies after mastering their weapons.
This space is has the player utilize their environment for cover and to increase the difficulty of combat encounters, with the player needing to take on multiple enemies of varying range and difficulty at once.
Goals
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Create interesting combat encounters
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Utilizing cover against ranged attacks
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Using bow & arrow to cause environmental destruction
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Introducing different enemy archetypes
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Ranged
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Melee
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Brute Melee
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Boss Fight
Area 4 - Boss Fight Combat Encounter

Boss Fight Screenshots
Culminating in a final showdown, the player encounters the enemy boss in an enclosed space.
With the encapsulated space, the player is meant to manuever the area and utlize environment blockers to avoid the heavy boss attacks and using cover to hide as they shoot at the enemy.
Upon killing the boss, the player is rewarded with gear, ready to suit up and engage in the next mission having had their craving for exploration and combat satisfied.
Goals
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Create a contained boss arena
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Dodge, Roll
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Utilize Cover
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Maneuver around boss
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