Curse Breaker

Genre: Soul-Like Action Game

Role: Level Designer

Duration: 3 Weeks

Tool Used: UE4

This is a semi-open Sandplay-style level prototype based on the logic of a third-person action game, constructed entirely from simple blockmesh. The aim is to use simple assemblies to build a level framework that is rich in depth and playability.

uSER eXPERIENCE gOAL

The player takes on the role of a curse breaker, tasked with lifting a family curse while navigating a vast, abandoned plantation mansion in the West Indies in 1854. The crumbling estate is filled with obstacles, requiring players to stay alert and carefully read the environment to find their way forward.

Narrative

The level is set in a forgotten plantation mansion in the West Indies in 1854. The grand and imposing mansion speaks of its past splendor, but the ruins and collapses scattered everywhere serve as a constant reminder to visitors of the catastrophe that once struck this place.

My special Inputs

None-linear path finding

In designing Curse Breaker, I focused on creating a semi-open exploration flow that encourages players to navigate freely while naturally progressing through a structured path. I structured the map to support multiple route choices with a clear main progression, balancing freedom and direction.

Environment Narrative

I also implemented landmark-driven navigation, using distinct architectural regions—such as the manor, courtyard, and underground sections—to help players form spatial awareness through visual memory rather than relying on UI markers.

To enhance immersion, I integrated environmental storytelling into the layout. The spatial transitions reflect a narrative arc: from grandeur to decay, from open to oppressive, guiding players emotionally as they move deeper into the cursed estate.

Flow Map of Level Design