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 ).
    • Cross an invisible corridor “over sky”.
    • Corridors, rooms where you met a drone and fight it or run.
    • 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.
    • 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 ).
    • This time the door leads to the central hull of the ship.
    • 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.
  • 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.