Level Designer Test

  • Objective

    • Provide a playable blockout based on the plot.
    • Candidate delivers a playable greybox and a top‑down plan.
  • Intro

    • The events take place on a spaceship filled with sleeping robots, ready to be dropped onto the battlefield.
    • The player is one of those robots who wakes up prematurely.
  • Note

    • Keep in mind that the player has no weapons, only bare hands.
  • Sections that should be included

    • Puzzle space: empty level with a single Start button that loads the next level.
    • Start at the charging bay station room.
      ( Player can't move until he removes the charger by pressing some button - the logic not necessary to do as well ).
      A humanoid robot with a glowing circular light on its head and chest standing in a dimly lit corridor lined with similar robots.
    • Cross an invisible corridor “over sky”.
      Robot walking on a reflective platform above clouds towards a futuristic doorway with a glowing blue portal and a control panel.
    • Corridors, rooms where you met a drone and fight it or run.
      Two futuristic robots in a dimly lit industrial corridor, one walking toward illuminated directional signs and the other facing a floating, cylindrical robot with a blue eye.
    • Hide-and-seek corridors and rooms to avoid nearby drones.
    • Some place where the drones will surround the player and shut it down to bring it back.
      3D blue mannequin crouching behind a large brown crate in a spacious, dimly lit gray tiled room with archways and additional crates.Dark futuristic scene with a humanoid robot standing on a circular platform, flanked by two floating drones with glowing blue lenses and cables connected to the robot.
    • Puzzle space: empty level with a single Start button that loads the next level. (as same as first time)
    • Start at the charging bay station room - the same as first time( Player can't move until he removes the charger ).
      A humanoid robot with a glowing circular light on its head and chest standing in a dimly lit corridor lined with similar robots.
    • This time the door leads to the central hull of the ship.
      Glossy black humanoid figure standing in a dark, metallic, futuristic chamber with textured walls.Interior view of a futuristic industrial chamber with multiple suspended orange and black robotic devices and panels surrounding a central cylindrical structure.
    • You can’t move forward or back — it’s a tiny platform at a huge height. You’re fighting flying drones, staying in place until an explosion knocks you off and you fall from that height.
      View inside a large circular space station or spaceship with numerous smaller spacecraft or drones flying outward through smoke and explosions.
  • Required Deliverables

    • Top‑down plan:
      • Clear map with labeled beats and routes
      • Labels if exists: Start, Route A (Main), Route B (Alt), Door, Invisible Path, Central hull, End
      • Include scale, sightlines, Landmark props used as navigation cues, flow arrows
      • Approximate traversal times per segment
      • Can be a hand draw or pdf or jpeg, png.
    • 3D blockout UE 5.6 project archive and video walkthrough of the greybox:
      • Playable, Greybox geometry
      • The greybox of the location must be created exclusively using the editor’s built-in primitives.
      • A level project must be self-contained, meaning it includes everything needed to run.
      • Materials that shows the size, static like floor, wall.. dynamic - doors, levers, buttons. and covers if needed.
      • Experience with VR is a plus but not required.
    • Txt file with:
      • Thoughts on the decisions made
      • Time spent
      • Some ideas thoughts concerns that can improve gameplay per section will be a plus
  • Layout Requirements

    • Readability aids (geometry‑only):
      • As an example a lamp placements suggesting a path
  • Out of Scope

    • No AI, combat, stealth logic, audio, VFX, shaders, or UI
    • No puzzle logic beyond spatial layout
    • No narrative text or collectibles
  • Short Plot of this episode

    • A robot player-character awakens in a dark cargo bay filled with identical inactive robots, detaches from a chest-mounted charger, and explores a ship that feels abandoned except for maintenance drones. After passing through a shimmering plasma “door,” they traverse an invisible sky-bridge between modules and trigger some service drone that draws other drones for help. The drones overpower the player, shut them down, and return them to the charging station, resetting the scenario.In a second awakening, the environment layout has shifted. Passing the plasma door now opens onto a vast vertical shaft with lifts and platforms. A nearby drone notices the player; with the exit sealed and nowhere to run, the player fends it off briefly as more drones converge, escalating the threat and tension.