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.
Focus, deliverables, software, the week-by-week breakdown and covered units unlock on the hand-out date above. Tutors can open it early.
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.
How the 5 weeks are structured, stage by stage.
FocusPlayer scale, standardized metrics, and grid snapping in Unreal Engine 5.
DeliverablesA documented "metrics rulebook" and a test map demonstrating grid snapping.
FocusModular thinking and asset reusability.
DeliverablesA cleanly organized UE5 Content Browser containing their completed, pivot-point-perfect modular kit.
FocusLevel composition, readability, and spatial design.
DeliverablesA first-pass greybox layout that can be navigated from start to finish using the supplied movement mechanics.
FocusBasic scripting, triggers, and state changes.
DeliverablesAn interactive pass of the level where all doors, keys, and triggers are fully functional.
FocusIteration based on feedback and final presentation.
DeliverablesThe final playable greybox level and a recorded 5-10 minute video walkthrough.
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.