Sanctuary Plaza - Hub Level Blockout - Unreal Engine 5 FPS

This is a first-pass walkthrough of the level blockout featuring all gameplay (quests, main mission, and interactive objects).

An exterior shot of the atrium lobby and larger hotel structure.

An exterior shot of the atrium lobby and larger hotel structure.

The exterior plaza area that has been converted into a crop growing operation and irrigation system.

The exterior plaza area that has been converted into a crop growing operation and irrigation system.

The first view of the exterior the player gets as they ascend the stairs from the subway tunnel.

The first view of the exterior the player gets as they ascend the stairs from the subway tunnel.

An interior shot of the atrium lobby showing the marketplace, public kitchen, and guard station.

An interior shot of the atrium lobby showing the marketplace, public kitchen, and guard station.

An interior shot of the passage from the atrium to the train station. Part of the small "slum" area is visible in the lower level.

An interior shot of the passage from the atrium to the train station. Part of the small "slum" area is visible in the lower level.

Another shot of the small "slums" section within the passage to the train station.

Another shot of the small "slums" section within the passage to the train station.

The area underneath the hotel atrium's entrance area. This has been converted to a motor pool by the new residents.

The area underneath the hotel atrium's entrance area. This has been converted to a motor pool by the new residents.

A close-up of the plaza area showcasing the crop area and distant destroyed buildings.

A close-up of the plaza area showcasing the crop area and distant destroyed buildings.

The other side of the plaza opposite the hotel. The subway entrance can be seen to the right side as well as the supply depot.

The other side of the plaza opposite the hotel. The subway entrance can be seen to the right side as well as the supply depot.

The highway space running alongside the plaza and hotel area.

The highway space running alongside the plaza and hotel area.

Another shot of the subway entrance area showing the destroyed bridge and checkpoint.

Another shot of the subway entrance area showing the destroyed bridge and checkpoint.

A player-level view of the plaza area.

A player-level view of the plaza area.

A player-level view of the supply depot building.

A player-level view of the supply depot building.

A closer view of the subway entrance area.

A closer view of the subway entrance area.

The subway tunnel where the player begins. This is the view the player gets as the level begins.

The subway tunnel where the player begins. This is the view the player gets as the level begins.

Another shot of the subway tunnel area featuring the city entrance checkpoint.

Another shot of the subway tunnel area featuring the city entrance checkpoint.

A few early blockout screenshots. This is a very early state for the level's geometry.

A few early blockout screenshots. This is a very early state for the level's geometry.

Sanctuary Plaza - Hub Level Blockout - Unreal Engine 5 FPS

This is a first-pass blockout and gameplay for a Hub Level design. This was made for a class assignment focused on level design. This space is designed to be a hub area for several spoke-levels in an early period of an RPG game. The level was primarily inspired by Gears of War and Fallout in the general design and lore of the world being shown. The player arrives here with their ally and are able to explore the space freely before moving into the first mission. Smaller quests are included alongside the main mission line. The project was brought to its current state in a little more than two weeks.

The level features a subway station, where the player begins, an exterior street and plaza area, a large portion of the hotel's atrium lobby, and a side passage of the hotel leading towards the train station which serves as the player's final goal. The space is highly explorable and offers multiple ways to most destinations.

While the geometry is in a finished state barring smaller detailing and refinements the gameplay needs a second pass. Chiefly, the player needs better tools to guide them and make their objectives clear. This will take the form of some UI elements to display current quest objectives, some highlighting for quest targets, and possibly some better UI navigation tools.