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Technical Level Design

Telekinesis

A modular interaction system for targeting, picking up and throwing physics objects. The same logic connects naturally with batteries, keys and environmental puzzle elements.

Levitation

A player traversal system supporting ascending, hovering and controlled descent, combined with a directional dash to expand navigation and create opportunities for vertical level design.

Control Points

Interactive landmarks that connect player interaction, UI, camera control and environmental restoration. Activating them triggers configurable changes across the surrounding level and communicates progression through visible transformation.

Key, socket & door mechanism

A modular key, socket and door system built around configurable object types and validation. Designer-facing settings and Gameplay Tags allow different combinations and multi-socket puzzles without rebuilding the core logic.

Easily adaptable for any door, vault or puzzle mechanic which speeds up the process of designing and testing.

Overview

Gallery

A Remedy's Control-inspired UE5 level design project combining exploration and environmental puzzles. Built to explore both Level Design and Technical Level Design, with gameplay systems created with Blueprints.

Gameplay and level logic are built as interconnected Blueprint systems designed to interact rather than rely on isolated scripted sequences.

Puzzle Design

Environmental clues connect symbols and colors across different spaces. Player gathers information through exploration and use it to identify the correct keys required to unlock the central vault.

EVIDENCE
ARCHIVE//
RECOVERY STATUS: PENDING

Control Point Setup

Shiftable elements controller

Shiftable element setup

Multiple socket manager

Vault socket

Hiss Combat Areas

Combat trigger

Entity destruction

Proximity effect

Fully customizable hiss encounter system which blocks player's path and spawns hiss entities. Once all entities are destroyed the area is cleared and path unlocked.