Dan Shannon - Level Designer

Graven

— PROJECT DETAILS

Unreal Engine 4

Professional project

Slipgate Ironworks


— ROLE

Level design, environment

art, lighting, item & enemy placement, scripting


— DATE

2023

I joined the Graven team in the April of 2023 at a point where development had been going strong for roughly 3 years.


My main focus was on the first level of the second hub. Most of which was already in place and functional but the spaces needed better definition. There were some large sprawling outdoor areas, left over from earlier versions that got a complete overhaul and rebuild.


To speed up the process I created a set of modular sections that could be snapped together like Lego in editor, and wouldn't need a complete re-work if someone else took over work on the level.


This modular set was created in Trenchbroom, and imported into engine with a plugin called HammUEr, which converts .map files into static meshes. I used these pieces to create 3 entirely new outdoor fort areas, and then built additional hero pieces which were integrated with the existing untouched parts of the level.


Aside from building the geometry, set-dressing and foliage painting, I placed enemy spawners, items and set up logic for doors and switches.


In addition to my work on hub 2 I also created the lead up to the final boss. This was a void-like area designed to be atmospheric with no combat, only traversal. I worked closely with the lighting artist to create a thick sense of dread and tension. I built a couple of blueprints to make the platforms and rocks float and rotate, which helped bring life to the area.