
Hitesh KS

Project Ashen Blade
Engine: Unreal Engine 5
Team Size: 8
Project Duration: 8 Months
Genre: Action RPG Third Person
Role: Technical Level & Game Design
About the game:
A medieval action RPG set in a corrupted kingdom overrun by monstrous tribes. You play as a lone warrior fighting through cursed landscapes, learning enemy patterns, and clearing ritual zones to push deeper into the blighted world.






Tools & Technologies:
Game Engines: Unreal Engine 5.1
Scripting: Blueprints & C++ • Behavior Trees • EQS • Sequencer
Level Design Tools: Landscape • Foliage • World Partition
Version Control: Perforce
Project Tools: Jira • Slack • Trello
Art/Tech Tools: Blender • Adobe Photoshop
Level Design Overview
Ashen Blade emphasizes close-quarters melee combat, readability, and deliberate arena shaping.
Each area is designed to:
• Control spacing between player and enemies
• Shape movement loops for dodge-roll and repositioning
• Highlight enemy windups, silhouettes, and flanking behavior
• Use organic terrain to support pacing and threat escalation
My Contributions
Level Design: Greyboxing • Zone layout • Traversal loops • Melee combat bowls
Encounters: Ambushes • Patrol routes • Arena gates • Boss-intro scripting
Pacing & Tuning: Enemy density • Safe pockets • Flanking paths • Difficulty curves
Scripting: Blueprints • Behavior Trees • Trigger events • Progression blockers
Readability: Landmarks • Lighting cues • Fog volumes • Environmental storytelling
Optimization: Modular ruins • Vegetation density • Performance-conscious layout
I designed three major combat levels, each with its own pacing, narrative beats, enemy composition, and traversal rhythm.
ORDER OF THE KING

This level is a mid-game zone where the player travels from a flooded swampland into a cursed castle stronghold.
The layout is built to support Souls-like exploration, combat pacing, and natural environmental storytelling across three major biomes:
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Rot-Water Swamp (Start Zone)
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Dead Village (Mid Zone)
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Castle Approach & Elevated Grounds (End Zone)
ORDER OF THE KING
1. Start Zone – Rot-Water Swamp
Design Goals:
• Create an immediate sense of danger, low visibility, and tight traversal.
• Funnel players into controlled melee encounters to teach spacing and stamina use.
Design Notes:
• Twisting paths limit sightlines, forcing cautious navigation like classic Souls swamps.
• Hidden enemies lurk behind curves, teaching players to read the environment.
• Water slows player movement slightly, adding tactical weight to combat choices.
• Branching micro-loops allow optional pickups and back-tracking safety pockets.
This zone introduces navigation pressure before players reach the village.
2. Mid Zone – Dead Village Settlements
Design Goals:
• Mix open combat bowls with tight settlement alleys.
• Increase enemy density but give the player more freedom of approach.
• Layer environmental storytelling through mass graves and abandoned huts.
Design Notes:
• Settlement clusters act as combat arenas, with spacing calibrated for dodge-roll and wide weapon arcs.
• Trees and ruins act as soft cover, letting players isolate enemies instead of being overwhelmed.
• Mass graves introduce narrative context while doubling as choke points and ambush zones.
• Bridges connecting settlements encourage looped navigation and short tactical retreats.
This area serves as the exploration-heavy mid-section, blending combat + world lore.
3. Elevated Grounds – Outer Ring of the Castle
Design Goals:
• Raise the tension leading into the final approach.
• Increase verticality to create ranged / ambush opportunities.
• Build a spiraling route that visually teases the castle as a looming destination.
Design Notes:
• The elevated ridge uses zig-zagging switchback paths to control pacing and time-to-engagement.
• High ground enemies gain visibility; players must read silhouettes and telegraphs early.
• Narrow pathways force careful stamina management and punish reckless rushing.
• Drop-down shortcuts reward explorers with access to lost items or high-value loot.
This zone shifts from horizontal exploration to vertical pressure.
4. Final Section – Castle Drawbridge & Outer Courtyard (End)
Design Goals:
• Deliver a climactic transition into a major boss or narrative beat.
• Build anticipation through framing and controlled enemy placement.
Design Notes:
• Bridge serves as a natural choke point — perfect for a mini-boss or scripted ambush.
• Inside the castle courtyard, open space supports a wide-range melee fight.
• Architecture is staged to visually frame the main throne hall entrance.
The orange marker (END) is placed at the final gate where the player enters the castle interior.
⭐ Level Design Strategy:
• Controlled sightline management using curved paths, fog, and elevation.
• Encounter pacing that shifts between pressure, release, and escalation.
• Multiple traversal loops encouraging backtracking, exploration, and mastery.
• Layered environmental storytelling through burial sites, ruined houses, and eroded architecture.
• Vertical vs horizontal combat design allowing varied melee and ranged threats.
• Clear progression landmarks: swamp → village → ridge → castle.
• Strong spatial readability using silhouettes, framing, and water bodies as natural separators.

Cursed Valley Finished level

Reference
If you have any questions, you can also contact me at my email address:
Thank you!
60.9 GB Game Size