top of page
LEVELS

ZOLARIS

SOFTWARE:

Unreal Engine 4 | Blueprints | Maya 

INSPIRATION:

1st person stealth | RPG | Fallout | Bioshock | Dishonored

JOB TITLE:

Creative Director | Lead Level designer 

TEAM SIZE: 13

DURATION: 8 Months

Zolaris is a first-person stealth game about Valeria, a spirit medium bounty hunter, trying to escape a cathedral crawling with murderous cultists. The player must use their abilities to defeat the cultists in order to escape their capture.

In Zolaris there are 7 different maps around the Cathedral - The Crypt, Library, Worship Hall and Garden.

Level

I wanted the player to choose how they wanted to play the game between stealth and combat - The Owl and The Bear.

The Owl's path prioritized Stealth and the Bear's path prioritized combat.

LEVELS

GAMEPLAY

The Crypt is a sacrificing sanctum for the cultist which serves as one of the challenge areas. There is a Bear and Owl version of this level. For the Owl's path, I wanted to break away from the traditional stealth route that incorporates narrative into the mini-challenges for the players requiring them to use their stealth and problem-solving to succeed.  

IMAGE GALLERY

CRITICAL PATH & MAPS

To navigate through the correct path of the crypt maze, the player must problem-solve with small context clues guiding them throughout the maze such as turned torches, obstructions on the floor and different colored torches.


Next, the player uses stealth to complete their task of saving 2 victims from the cultist sacrifice without being compromised. The player has a variety of ways to approach this task by using various ethereal objects to their advance, move through or hide in certain areas, as well as access to multiple entrances into the sacrifices' cell. 

CRYPT CONSTRUCTION

This white box is designed to illustrate the placement and structure of the maze.

directing the player down a pathway.

 that was full of props they could use to hide behind or sneak around. If the player continued down the wrong path they would be teleported back to the beginning of the maze.

After finalizing the map design the construction was much easier. I focused mostly on the maze at first, getting it white-boxed and functional. When players go down the wrong path they are teleported back to the beginning of the maze to try again. Once the maze was working as intended, I focused on constructing the bottom two floors of the crypt making sure to add enough props for the player to hide and sneak behind.

bottom of page