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Voidstrike: Hell on Earth

About

Engine: Unreal Engine 5

Team Size: 21

Project Duration: 16 Months

Genre: Third-person Shooter

Role: Technical Level & Game Design

About the game:

Earth collapses after a sudden dimensional breach unleashes monsters from Hell. Most of humanity is wiped out, and the survivors are infected and turning feral. You play as a former military specialist fighting through the ruins of civilization, pushing back the invasion zone by zone.

Gameplay

Tools & Technologies:

Game Engines: Unreal Engine 5
Scripting: Blueprints • Behavior Trees • EQS • Sequencer
Level Design Tools: Landscape • Foliage • Lumen/Nanite • World Partition
Version Control: Perforce 
Project Tools: Jira • ClickUp • Slack • Trello
Art/Tech Tools: Blender • Adobe Photoshop • Adobe Premiere Pro
Profiling & Debug: Gameplay Debugger • Stat Commands • Navigation Debugger

My Contributions

Level Design: Greyboxing • Traversal • Combat bowls
Encounters: Enemy waves • Patrols • Triggers • Objectives
Cover Design: Sightlines • Flanking routes • Push paths
Scripting: Blueprints • Behavior Trees • EQS
Iteration: Playtesting • Balancing • Metrics-driven tuning

37.7GB Game Size

I designed three major combat levels, each with its own pacing, narrative beats, enemy composition, and traversal rhythm.

Features

Cursed Valley

map overview.jpg

⭐ Design Intent:
Cursed Valley is built as a slow-burn opener that teaches the player how the game handles visibility, pacing, resource pressure, and ambush threats. The layout uses a long S-shaped valley with pockets of cover and fog-based tension, gradually escalating the combat rhythm until the final arena.

⭐ Top-Down Layout Logic

1. Start → Early Learning Path

At the brown start marker:
• Safe zone with low enemy presence.
• Green pickups teach players where to look for survival items.
• First red enemies placed in isolated pairs to warm up combat.

2. Narrow Valley Funnels

As the player moves down the curved path:
• Tight funnels restrict movement and force forward engagement.
• Event scripting areas (blue markers) introduce first scripted surprises.
• Loot (purple markers) placed off-path to reward exploration and create micro-detours.

3. Mid-Route Pressure Curve

This area features:
• Small ambush pockets where enemies appear from fog or behind rocks.
• Alternating health pickups to stabilize pacing.
• Enemy density increases right before every blue event node to show escalation.

4. Large Combat Bowl (Red Circle)

The central big circle is the main combat arena:
• Designed as a 360-degree pressure zone.
• Mixed enemy types spawn in waves.
• Health is available on opposite sides to create “push and pull” dynamics.
• Blue scripted events gate progression until all enemies are cleared.
• The layout encourages constant movement instead of turtling.

5. Post-Arena Decompression Path

After the big fight:
• The layout opens up into a quieter stretch.
• Fewer enemies placed intentionally for recovery pacing.
• Small loot pockets allow preparation for the final encounter.

6. Final Encounter Zone

The narrow path leading to the yellow END:
• Last scripted event triggers a mini-ambush.
• Higher enemy density forces players to use remaining resources.
• Final loot and health pickups provide balance before mission completion.

⭐ Key Design Principles Used:

Pacing Curve: Light → medium → high → decompression → final spike
Clarity of Progression: S-curve ensures players always see forward silhouettes
Resource Pressure: Health and loot spaced to shape combat tension
Combat Variety: Mix of ambushes, mid-range threats, and a main arena
Player Flow: Micro-detours encourage exploration without breaking the route
Readability: Event zones are placed before difficulty spikes to stage encounters
Encounter Choreography: Each combat pocket has space for flanks, fallback, and push routes

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Cursed Valley Finished level

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Cursed Valley Development

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Features

Graveyard Outskirts

A cluster of abandoned settlements built around mass graves after a mysterious sickness wiped out most of the survivors. The player starts at a rural field clinic and pushes through increasingly infested outskirts toward an ancient cathedral that acts as the transition to the next level.

⭐ Design Intent
Graveyard Outskirts is created as a wide-area exploration and combat space that mixes linear routing with open pockets. The goal is to balance player choice, environmental storytelling, and controlled combat pacing while guiding the player through multiple settlements connected by bridges, trails, and grave clusters.

Quiet outskirts → infected zones → abandoned homes → mass burial grounds → cathedral approach.

map overview2.jpg

⭐ Top-Down Layout Logic (Area by Area)

1. Field Clinic – Start Point (Brown Marker)

• Safe starting hub with light loot to set tone.
• Early graves and trees hint at environmental narrative.
• Minimal enemies to prevent early pressure.
• First event script teaches player about infected threats.

2. Settlement Ring 1 – Light Skirmish Zone

Large circular area with scattered trees, graves, and a few houses.
Design Purpose:
• Introduces spacing and traversal options.
• Low-density enemy placement allows warm-up fights.
• Loot is used to reward exploring behind houses and trees.
• NPCs (blue icons) placed to create tension and story moments.

3. Bridge Transition 1 – Controlled Funnel

Small choke point leading into the next segment.
Design Choices:
• Forces player into close-quarters combat, contrasting open rings.
• Event scripts here trigger ambush or corpse awakening.
• Bridges visually link settlements, improving spatial memory.

4. Settlement Ring 2 – Mid-Tier Combat Zone

A larger circular area with more graves and enemy clusters.
Design Purpose:
• Turns up combat pressure.
• Mixed encounter types: ranged threats behind graves, melee rushers from houses.
• Health pickups carefully spaced to control encounter pacing.
• Players can choose multiple micro-paths, keeping it replayable.

5. Split Path – Optional Exploration Branch

The path divides into two settlement pockets.
Purpose:
• Gives player agency—take the safer loot path or the risk-heavy enemy path.
• Loot (purple) positioned to incentivize exploration.
• Shapes player pacing before the next escalation.

6. Mass Burial Grounds – Major Arena (Large Central Circle)

The huge circle centered around a large “sacred tree.”
Design Intent:
• Serves as the primary high-intensity combat arena of the level.
• 360° enemy entry points allow flanks and scripted ambush waves.
• Health pickups placed at opposite ends to encourage movement.
• Tree landmark anchors visual navigation for players.
• Event scripts (blue) control combat pacing and gate exit bridges.

This is the “combat bowl” of the level — the highlight encounter.

7. Settlement Ring 3 – Decompression Zone

After the major fight, the next area lowers tension.
Purpose:
• Micro-encounters allow recovery and looting.
• Player finds signs of the infected outbreak worsening.
• Bridges connect players to final segments while reinforcing sense of progression.

8. Grave Cluster Path – Final Approach Funnel

Narrow trail lined with graves and trees.
Design Logic:
• Sightlines become tighter to create suspense.
• Enemies placed in small, quick ambush groups.
• Last health pickups appear here before boss-level tension.

9. Cathedral Grounds – End (Yellow Marker)

The final settlement pocket with heaviest concentration of graves.
Purpose:
• Environmental storytelling peak—this is where the major outbreak began.
• Final scripted events lead to a last fight or cutscene.
• Cathedral serves as a strong visual anchor and transition point.
• Player exits to next level after clearing the area.

Reference

If you have any questions, you can also contact me at my email address:

khitesh399@gmail.com

Thank you!

37.7GB Game Size

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