Missing Artifact
A short 3D puzzle exploration level in Unreal Engine 5, where player searches for two missing artifacts in an art gallery.
A short 3D puzzle exploration level in Unreal Engine 5, where player searches for two missing artifacts in an art gallery.

Game Designer
Level Designer
3D Puzzle
Exploration
Solo Project
PC
3 Weeks
2026
The goal of this level was to guide the player through a controlled path while still making it feel like exploration.
Player starts in the main gallery room and notices that two artifacts are missing. From there, they move through the level and redirected away from a blocked path, and guided toward a ceiling route.
From the ceiling, player can see area and spot the missing artifacts before reaching them. This builds anticipation and helps the player understand the space.
Player then drops down into the storage area, explores, collects the artifacts, and returns to the first room to place them back in their original spots.
At the start, the project was based on an Unreal template that already had different mechanics like running, traversal, crouching, and jumping.
So the first step was getting comfortable with those mechanics and understanding what the player can actually do. Based on that, I started thinking about how to design the level in a way that uses that full range of movement.
Key work:
Testing and understanding the template mechanics
Thinking about how to use vertical movement in the level
Defining the main idea (finding and returning two artifacts)
Creating the first blockout
Planning the main path and overall flow
The focus was on understanding the tools first, then shaping the level around them.

In the second phase, I focused on how the player moves through the space and how to guide them without using UI.
Key work:
Designing room connections and transitions
Blocking the staircase to create a false path
Guiding the player toward the ceiling route
Improving readability of the level layout
The goal here was to make the path feel natural, even though it’s controlled.



In the final phase, I focused on making the level fully playable and bringing everything together, both in terms of gameplay and visuals.
During this stage, I also refined some of the initial ideas from the blockout and adjusted them during the art pass to better fit the gameplay and improve clarity.
Key work:
Adding door and button interactions
Implementing ceiling traversal
Making sure the player can spot them from above before collecting them
Replacing blockout geometry with final assets
Improving lighting and atmosphere
Adjusting composition to better guide the player
Polishing the overall look of the level









A short 3D puzzle exploration level in Unreal Engine 5, where player searches for two missing artifacts in an art gallery.

Game Designer
Level Designer
3D Puzzle
Exploration
Solo Project
PC
3 Weeks
2026
The goal of this level was to guide the player through a controlled path while still making it feel like exploration.
Player starts in the main gallery room and notices that two artifacts are missing. From there, they move through the level and redirected away from a blocked path, and guided toward a ceiling route.
From the ceiling, player can see area and spot the missing artifacts before reaching them. This builds anticipation and helps the player understand the space.
Player then drops down into the storage area, explores, collects the artifacts, and returns to the first room to place them back in their original spots.
At the start, the project was based on an Unreal template that already had different mechanics like running, traversal, crouching, and jumping.
So the first step was getting comfortable with those mechanics and understanding what the player can actually do. Based on that, I started thinking about how to design the level in a way that uses that full range of movement.
Key work:
Testing and understanding the template mechanics
Thinking about how to use vertical movement in the level
Defining the main idea (finding and returning two artifacts)
Creating the first blockout
Planning the main path and overall flow
The focus was on understanding the tools first, then shaping the level around them.

In the second phase, I focused on how the player moves through the space and how to guide them without using UI.
Key work:
Designing room connections and transitions
Blocking the staircase to create a false path
Guiding the player toward the ceiling route
Improving readability of the level layout
The goal here was to make the path feel natural, even though it’s controlled.



In the final phase, I focused on making the level fully playable and bringing everything together, both in terms of gameplay and visuals.
During this stage, I also refined some of the initial ideas from the blockout and adjusted them during the art pass to better fit the gameplay and improve clarity.
Key work:
Adding door and button interactions
Implementing ceiling traversal
Making sure the player can spot them from above before collecting them
Replacing blockout geometry with final assets
Improving lighting and atmosphere
Adjusting composition to better guide the player
Polishing the overall look of the level









A short 3D puzzle exploration level in Unreal Engine 5, where player searches for two missing artifacts in an art gallery.

Game Designer
Level Designer
3D Puzzle
Exploration
Solo Project
PC
3 Weeks
2026
The goal of this level was to guide the player through a controlled path while still making it feel like exploration.
Player starts in the main gallery room and notices that two artifacts are missing. From there, they move through the level and redirected away from a blocked path, and guided toward a ceiling route.
From the ceiling, player can see area and spot the missing artifacts before reaching them. This builds anticipation and helps the player understand the space.
Player then drops down into the storage area, explores, collects the artifacts, and returns to the first room to place them back in their original spots.
At the start, the project was based on an Unreal template that already had different mechanics like running, traversal, crouching, and jumping.
So the first step was getting comfortable with those mechanics and understanding what the player can actually do. Based on that, I started thinking about how to design the level in a way that uses that full range of movement.
Key work:
Testing and understanding the template mechanics
Thinking about how to use vertical movement in the level
Defining the main idea (finding and returning two artifacts)
Creating the first blockout
Planning the main path and overall flow
The focus was on understanding the tools first, then shaping the level around them.

In the second phase, I focused on how the player moves through the space and how to guide them without using UI.
Key work:
Designing room connections and transitions
Blocking the staircase to create a false path
Guiding the player toward the ceiling route
Improving readability of the level layout
The goal here was to make the path feel natural, even though it’s controlled.



In the final phase, I focused on making the level fully playable and bringing everything together, both in terms of gameplay and visuals.
During this stage, I also refined some of the initial ideas from the blockout and adjusted them during the art pass to better fit the gameplay and improve clarity.
Key work:
Adding door and button interactions
Implementing ceiling traversal
Making sure the player can spot them from above before collecting them
Replacing blockout geometry with final assets
Improving lighting and atmosphere
Adjusting composition to better guide the player
Polishing the overall look of the level








