Year 1 · Project 02 of 5

Modular Environment Blockout

5 WeeksLate Sept–Nov 2026
Hand-out28 September 2026
Deadline6 November 2026
Duration5 Weeks

Focusing on space design rather than detailed art, this project results in a greybox level, a modular kit, and a playable walkthrough. Students pick up skills in scale, proportion, level composition, UE5 basics, and basic scripting like doors and triggers. The five-week structure kicks off with scale and proportion in Week 4, shifts to modular planning in Week 5, introduces Blueprint scripting in Week 6, explores audio implementation and playtesting in Week 7, and concludes with a final scripting pass and walkthrough recording in Week 8.

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Full brief opens

Focus, deliverables, software, the week-by-week breakdown and covered units unlock on the hand-out date above. Tutors can open it early.

Focus

  • Scale, proportion & gameplay space design
  • Modular thinking, flow & readability
  • UE5 basics + basic scripting (doors, pickups, triggers)

Deliverables

Greybox LevelModular KitPlayable Walkthrough

Software

Unreal Engine 5
Unit 1 — Media Processes & Technical SkillsUnit 5 — Audio Production & TechnologyUnit 7 — Interactive Media Production

Sequence of Learner Information

Project Outcome

Students will produce a 5-10 minute playable 3D level in Unreal Engine 5 constructed entirely from a custom, reusable modular kit. The environment will be untextured (greybox) but fully interactive, featuring Blueprint-scripted doors, triggers, and pickups. The final submission will include the UE5 project files and a recorded video walkthrough demonstrating the level's flow and mechanics.


Week by Week

Project Breakdown

How the 5 weeks are structured, stage by stage.

Week 1: Metrics, Scale, and the Grid

FocusPlayer scale, standardized metrics, and grid snapping in Unreal Engine 5.

DeliverablesA documented "metrics rulebook" and a test map demonstrating grid snapping.

Week 2: Designing the Modular Kit

FocusModular thinking and asset reusability.

DeliverablesA cleanly organized UE5 Content Browser containing their completed, pivot-point-perfect modular kit.

Week 3: Layout, Flow, and Assembly

FocusLevel composition, readability, and spatial design.

DeliverablesA first-pass greybox layout that can be navigated from start to finish using the supplied movement mechanics.

Week 4: Blueprinting Interactivity

FocusBasic scripting, triggers, and state changes.

DeliverablesAn interactive pass of the level where all doors, keys, and triggers are fully functional.

Week 5: Playtesting and Walkthrough Production

FocusIteration based on feedback and final presentation.

DeliverablesThe final playable greybox level and a recorded 5-10 minute video walkthrough.


Theory

Knowledge, Theory & Context

Spatial Metrics & ScaleUnderstanding how the physical dimensions of the player character dictate the architectural rules of the game world.
Modular DesignThe theory of creating efficient, reusable assets that snap together to build expansive spaces, drastically reducing production time and memory overhead.
Level Pacing & FlowLearning how to design spaces that naturally funnel players toward objectives using structural composition, sightlines, and pathing.
Logic & StateUnderstanding the core concepts of visual scripting (conditions, inputs, and outputs) to make a static environment interactive.
Industry LinkThis reinforces the industry standard of proving the fun and functionality of a space before committing resources to detailed art, mirroring the exact workflows used by AAA level design teams.
Practice

Technical & Practical Skills

Unreal Engine 5 NavigationAdvanced viewport control, actor management, and outliner organization.
Grid Snapping & Pivot PointsMastering UE5's grid system to ensure seamless alignment of modular components.
BlueprintingCreating basic interactive scripts using Trigger Volumes, Timelines (for moving doors), and variable changes (for pickups and locks).
Playtesting & IterationThe practical skill of observing a user play a level, identifying friction points, and rapidly adjusting the layout to solve design flaws.

Why This Matters

Industry Link

This project directly targets the roles of **Level Designer**, **Technical Designer**, and **World Builder**. It moves students away from viewing game environments as static illustrations and treats them as functional, playable spaces. By focusing purely on mechanics, flow, and modular assembly rather than detailed modeling, students learn the rapid-iteration pipeline required in professional studios. It prepares them to build robust frameworks that Environment Artists can later populate.


Key Terms

Glossary & Key Concepts

Metrics
The standardized measurements and rules defining player movement, jump heights, and architectural scales within a specific game.
Modular Kit
A collection of standardized, reusable 3D assets designed to snap together seamlessly to construct larger environments.
Grid Snapping
Restricting the movement, rotation, or scaling of an object to specific increments, ensuring perfect alignment between modular pieces.
Readability
How easily and intuitively a player can understand the geometry of a level, their objectives, and where they are supposed to go next.
Blueprint (Visual Scripting)
Unreal Engine's node-based interface used to create gameplay logic and interactive elements without writing traditional code.
Trigger Volume
An invisible 3D space in the engine that activates a scripted event (like opening a door or playing a sound) when the player enters it.
Choke Point
A narrow area in a level design that forces players to funnel through a specific path, often used to control pacing or transition between major areas.