
TABLETOP MAPS
SOFTWARE:
Dungeon Scrawl | Dungeon Draft
Rip through hostile alien worlds, harvest mutant body parts mid-combat, and adapt faster than the enemies before they overwhelm you. Every alien you harvest gives you new body parts with unique powers — triple-jump legs, turret-dropping torsos, grenade-launching turkey heads.
THE TEMPLE OF ANUBIS
The Temple of Anubis is a ttrpg map designed for a DnD adventure. This adventure is split into 5 levels where players work their way through various encounters, solve ancient riddles, and uncover the mysteries of Anubis. After designing these maps for my players, I decided to bring the final boss room to life as a small 3rd-person RPG set in Unreal. My main goal for this project was to focus on the level's aesthetic.
The Temple consists of 5 floors, with the main tomb located on the ground floor. When modelling these floors, I wanted the player to solve a secret in each level that would allow them to progress to the next level. I wanted to incorporate the process of mummification throughout each level, such as the cleaning, embalming, and wrapping of the body. As well as including some aspects of Anubis himself as the theme.





CRITICAL PATH

As the player enters, they are placed in a room on the south wall, with 6 pillars lining the wall. On the north wall is a small shrine with glowing candles that illuminate a golden plaque. On the plaque, there are hieroglyphs in a celestial language. If the player interacts with the plaque, they can begin to try and decipher the language spoken to them.
"Within these Tombs lay the Valiant warriors of the "Celestial Divide"... They who wish to degrade the sanctity of their final wishes will be judged by my scales."
To the left and right of the shrine, two stone slabs glow with magical glyphs and reveal two staircases that lead down to the second lower floor. The player can pick the right or left staircase, deciding their path.
FLOOR 1: CLEANING AND EMBALING
Once lead up the staircases into a small room with a hallway proceeding left and right. There is a plaque in front of both staircases giving the player a new challenge to overcome.
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Left side choice:
When the player arrives at this point, they can read a riddle from the plack in front of them. It informs the player that there are three doors which lead to rooms containing treasure chests. Two doors will give the player beneficial items while one door will open to a decoy that will curse them momentarily.
The two doors on the left wall contain rooms with gold, powerful upgrades as well as informative clues on the room located at 5.
The door on the opposite side has a decoy chest that will hinder the player.
The player encounters a sphinx that asks for gold. If the player declines, the sphinx attacks. To proceed the player must defeat the sphinx.
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Right side choice:
When the player arrives at this point, they can read the plack in front of them which gives them a riddle on section 4.
Down the hall, the player will see a wall of hieroglyphs. If they chose to interact with the wall, it will give the player a hint on how to complete the challenge when in Room 5.
To proceed from this point, the player must solve the foretold riddle and choose the correct door. Only one of the doors, at random, leads to the next room.
Both doors try to convince the player that the other is lying. The wrong door will lead to a curse and cause hinder the player.
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This is the cleansing chamber, where the player interacts with a body lying on the obelisk. Next to the body, there are four Canopic jars - Jackal-headed, Falcon-headed, Baboon-headed, and Human-headed.They must pull out and place all the organs in the corresponding jars in the correct order.
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Stomach in the Jackal-head jar
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Intestines in the Falcon-head jar
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Lungs in the Baboon-head jar
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Liver in the Human-head jar
When completed, two stairs will appear on the west and east walls leading the player down.


FLOOR 2: THE SCALES
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The player lands on one of these corners and hears a booming voice throughout the temple.
"Those who seek entry must have their hearts weighed on my scales. Speak your sins and release the weight on your heart."
The player must jump onto and navigate around the platform where ' X ' marks the traps.
To make this more challenging, the player would have to watch out for the gauze traps covered in dangerous insects.
The player has to time the jump onto the scale where they would need to answer prompts correctly in order to pass judgment. This floor is complete when the feather's weight levels out with the player. When equilibrium is met, the feather floats into the player's heart and the scale drops to the floor below.

FLOOR 3: THE FIELD OF REEDS
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The player can jump off the scales, go down the steps, entering the next floor
Here lies a sarcophagus, four charms, and a potion. The potion temporarily shows The Field of Reeds, revealing the symbols on each pillar ' 11 ' in exchange for the player's health. The player must memorize the placement of the four charms before the potion wears off, or the player runs out of health and starts again.
There are four statues of Anubis around the chamber. In front of them is a golden plaque with a single hieroglyph on them. The charms must be placed on the matching statue. If not, guardian spirits spawn from the incorrect statues to attack the player until they figure out the correct code.
Once all the charms are paired with the corresponding statue, the Tomb door opens to the final room.

BOSS ROOM : THE TOMB OF ANUBIS
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The Player enters a room full of sarcophagi
The final boss - Anubis - rises from the centre throne to fight the player. The player beats the Temple when Anubis is defeated.
After the battle, the player can interact with the treasure and collectable items.






EVENTS
Slime Heroes levels are divided into World Levels, Puzzle-Dungeons, and Boss Rooms. I am in charge of building World Levels and Puzzle Dungeons. World Levels allow players to defeat enemies, collect new skills, and take on bosses. Puzzle Dungeon serves as a challenging introduction to the player's newfound abilities.











































































THE MONROE MANOR
The Mourning is a ttrpg map designed for a DnD adventure. This adventure is split into 3 levels where players work their way through various encounters, solve ancient riddles, and uncover the mysteries of the Monroe Manor.
The






THE MELANCHOLY MOUNTAINS
The Melancholy Mountains are a collection of dug-out mines for rare crystals. However, when these mines ran dry, Count Dracula cursed the miners for their incompetence and buried them within the mountain. Now, as adventurers seek the lost fortunes of these caverns, they encounter the restless spirits of the miners. This TTRPG map is divided into 3 levels, where players work their way through various encounters, solve ancient riddles, and uncover mysteries.
The Melancholy Mountains caves are split into 2 parts: the physical dimension and the mirror dimension. Players enter the cave in the physical dimension. Within the cave, they encounter glass mirrors that show them glimpses into the mirror dimension. If a player steps through these mirrors, they enter the mirror dimension, which allows them to pass certain choke points and find hidden loot.



ASHERA
Ashera was once a towering city overlooking the ocean, but after being swallowed by a tsunami, it is now a collection of islands formed from the remnants. Even with half of the city underwater, Ahera's might rose with the tides. It became a central trading hub, amassed the Tempest Navy, and threatened war with its neighboring cities. This collection of TTRPG maps is designed for a DnD City adventure, taking the players to multiple locations around the city and across the water to the Dunsei Archipelago. In it, they can fight ocean monstrocities, uncover the secrets of the Kraken cult, and stop a tyrannical Martriach on the verge of war.
These maps consist of the remaining islands of Ashera, the Dunsei Archipelago, and the Harlow Estate. For this adventure, players are encouraged to explore Ashera and look for clues about the upcoming war and how to prevent it. If the players are successful, they may attend the peace talks at the Harlow Estate, where they can seek more information. If all else fails, they can borrow or steal a ship and head to the front lines in the Dunsei Archipelago.





ZOLARIS
Zolaris is a Magocracy City, ruled by the 9 Heads of Magic. "The Heads" are powerful Wizards dedicated to a particular school of magic. Zolaris is split into two cities, an upper and lower city. The Lower City is Zolaris Proper, where most tinkers and Artificers live. The Upper City is Elysium, where the magic Academy and 9 of the Heads of Magic live. This collection of ttrpg maps is designed for a DnD City adventure, taking the players across both Zolaris and Elysium. In it, they can join the magic academy, explore the depths of The Crater, or follow a murder mystery to uncover the growing corruption festering within its walls.
In the Deserts of the "Silent Borderlands," Zolaris is hailed as an oasis of magic innovation. Once a singular city, Zolaris was split into two by 9 powerful mages who reached the pinnacle of their school of magic. Now on the ground, Zolaris is a marketplace of trade and invention among the world's most skilled Artificers. While in the sky, Elysium sits as the pinnacle of magic society, housing the brightest mages of the new age.

