Picture of CARLA CERVERA FERRANDO

CARLA CERVERA FERRANDO

Level Designer

Neon Protocol: Vortex World

Goal

My goal for this blockout is to create an engaging and dynamic environment inspired by Call of Duty, set within a cyberpunk amusement park. This level challenges the player with:

  • Intense combat encounters.
  • Environmental hazards and interactive park elements.
  • Strategic movement through diverse park zones.

I developed this project independently, but I improved it through feedback from my peers. Their insights helped me refine the level’s pacing, encounters, and mechanics to create a fast-paced, immersive experience that captures the tension of a single-player FPS while integrating the unique atmosphere of a cyberpunk amusement park.

Overview

Setting: Multiple attractions across Vortex World have been corrupted by the Chrono Imperium virus, unleashed by a neo-Nazi cell hidden among the park’s visitors. The player, an undercover agent sent by a containment organization, must traverse different areas of the park, face numerous threats, and locate both halves of the virus. Only by reuniting them can they fully deactivate it and stop its spread before it’s too late.

The player must locate and deactivate both parts of the virus before they are released inside Vortex World. If they fail, the entire park —and everyone inside— could be lost forever.

Constraint:

  • FPS
  • Single – Player
  • Unreal Engine 5
  • 10-15 minute playtime

Highlights of the level

Narrative-driven level

Deactivate the first part of the virus “Chrono Imperium”

The mission after meeting Ethan is to infiltrate the “Quantum Rush” attraction and defuse the first bomb.

    • Quantum Rush: Roller coaster.
    • The First enemy Ambush: Teach players combat mechanics
    • Narrative Moment: First bomb to deactivate
6 Iterations:

Narrative-driven level

Save the engineer and access the control room.

The player will have to infiltrate the “Abyss Flow” attraction and save the engineer to gain access to the control room.

  • Abyss Flow:
  • The Second enemy Ambush: Enemies at a distance while jumping from boat to boat.
6 Iterations:

Narrative-driven level

Find the Secret Laboratory.

Find the secret laboratory hidden in the “Neon Mirage” attraction.

  • Neon Mirage:
  • The Third enemy Ambush:
6 Iterations:

Narrative-driven level

Deactivate the Second part of the virus “Chrono Imperium”.

Stop “Heavy”, the final enemy and defuse the second bomb.

  • Phantom Hall: simulator attraction.
  • The Fifth enemy Ambush: Final boss.
6 Iterations:

Techniques

Vantage Point: Roof

Players spot the portals, ammo, and goal from above, supporting puzzle clarity and flow.

  • Navigation: Helps players find their way

  • Objectives: Points out important goals naturally

  • Clarity: Makes the layout easier to understand through a full puzzle overviewv

Affordance

I used visual consistency and spacing to make jumps feel intuitive, keeping the affordance reliable in a chaotic setting for the player.

  • Affordance: Even in chaotic environments, gameplay clarity takes priority.

  • Consistency: Uniform jump distances and other hidden rules help reduce player frustration.

  • Balance feel and function: Let the environment feel unpredictable, but function with clear, logical rules.

Progress

Top View

Climbing the Mesa

Traversal & Narrative Area

Ambush Zone

First Combat Area

Abandoned Mine Entrance

Traversal and Combat Area

Walkthrough

Vortex World, a high-tech amusement park known for its neon glow and immersive attractions, has been secretly taken over by a neo-Nazi extremist cell. While parts of the park still operate, a deadly plan is unfolding behind the scenes.

Their goal: to turn the park into ground zero for a global biological catastrophe.

Walkthrough Guide

The player will enter the amusement park, contact Ethan, who will give him instructions on where the first enemies are located.

The first virus part is about to be released in “Quantum Rush”, the player will have to eliminate the enemies and defuse the bomb.

To access the control room you have to rescue the engineer who has the master key, the player will have to jump across the boats, avoiding the electrified water to defeat the enemies.

(Format 2)

Narrative elements

  • The Bounty Hunter’s First Interaction
  • Collapsed Storehouse
  • First Boss Encounter and their retreat into the mine
  • Trapped in the Mine
  • Ghostly Apparition
  • Underground Enemy Ambush and Second Boss Interaction
  • Ambushed by the Bounty Hunter in the mirrored lake
  • Confront and duel the Bounty Hunter

Traversal Zones

  • Mesa Outskirts
  • Dilapidated Mine Entrance
  • Mine Caverns
  • Stalagmite Caverns
  • Underground Waterfall Cavern
  • Mirrored Lake Cavern 
  • Devil’s Mouth

Combat Areas

  • Top of the Mesa – First Enemy Ambush
  • Collapsed Mine Entrance- First Traversal and Combat Area
  • Storehouse – Second Enemy Ambush
  • Entrance to the Haunted Mine – First Boss Encounter
  • Underground Waterfall Cavern – Third Enemy Ambush
  • Mirrored Lake Cavern  – Second Boss Encounter Area

Events

  • Bounty Hunter Taunt and First Combat Summoned
  • Slowdown Camera Jump
  • Collapsing Scaffolding Event
  • Bounty Hunter Second Taunt
  • First Boss Encounter and their retreat into the mine
  • Collapsing Mine Events
  • Ghostly Apparition Sequence
  • Underground Cavern Enemy Ambush
  • Second Boss Encounter
  • Mayor’s Manor Timed Event: Cowboy Standoff

Walkthrough

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9 Videos
Beat Overview

Beat 1: Spaceport

The colony on remote planet X has gone silent. A detective arrives to investigate – but even from above, something feels… too quiet.

Top down view of the beats

Walkthrough Guide
(Format 1)
1. Spaceport
  • Arrival at the colony – no ships in sight. Colonists left in a hurry? 

  • A calm start: explore the empty landing zone and scan the horizon.

  • Posters promoting agriculture hint at a well-functioning colony.

2. Ruined bridge
  • The elevator ride offers a panoramic view of the colony.
  • A sudden shift in tone: the player must leap across broken bridge.
  • Scattered comm towers hint at a hasty escape – did fleeing ships knock them down?
3. Wheat fields
  • The player feels calm and safe as they walk through the peaceful fields.

  • Suddenly, a body lies in the wheat: the illusion shatters.

  • At the colony gate, an old guard speaks of a virus, lockdown, and lost control – the player must find a backup battery to proceed.

4. Colony entrance
  • The gate opens with a backup battery – but the guard refuses to follow: “It’s not safe inside.”
  • Right past the entrance, the mood shifts – dim light, looming buildings, dead bodies.
  • A seemingly deranged colonist attacks – the first combat encounter breaks the calm and raises more questions.
  •  
5. Main square
  • The main square shows signs of recent conflict. Infected wander among the remains.

  • The player chooses how to approach: sneak around, use verticality, or fight head-on.

  • A brightly lit bar catches the detective’s eye – maybe someone is still alive inside.

6. Bar
  • The detective enters the only lit building – a wrecked bar filled with overturned furniture and eerie silence.

  • A drunken man claims he’s infected and talks of a witch-hunt, barricaded leaders, and a secret route to City Hall.

  • Mid-conversation, he attacks the player.

(Format 2 - Slider)

Process

1: Research, ideation and planning

(Format 1)
Ideas on Miro
Concept Document

Goal: generate a compelling, cohesive level idea from scratch

Solution:

  • Used Miro to brainstorm ideas across categories: Setting, Locations, Events, Enemies, Mechanics → see board on the right.
  • Asked peers to vote on top concepts to identify strongest directions.
  • Created a short concept doc (LDD draft) — early location vision, player goal, and core gameplay loop.
  • Gathered visual references for mood, tone, and setting.

Result:
The ideas began to crystallize into a playable vision (see concept preview + refboard).

(Format 2)

As part of the pre-production phase of this project, all research and conceptual materials were organized in a dedicated Miroboard. The board provides a detailed overview of the creative process and includes:

  1. The initial concept for the game (beyond just the level).

  2. An analysis of three games as object reference.

  3. Visual research of real-world objects.

  4. Reference gathering from other media forms (film/animation).

  5. The research, ideation, and final synthesis shaped the level’s initial idea.

As a result, the research, ideation, and synthesis conducted directly informed the structure of the level’s narrative, pacing, and core gameplay systems.

(Format 3)

I began the project by exploring creative directions, gameplay themes, and tone through structured ideation and visual research.

  • Brainstorming: Used a Miro board to explore settings, mechanics, and gameplay themes; collected feedback through voting to select the most engaging ideas.
  • Early Concept: Defined player goals, gameplay loops, and narrative beats to build a cohesive concept with consistent tone and mechanics.
  • Visual References: Researched visual themes and compiled moodboard to guide worldbuilding, tone, and storytelling consistency.
(Format 1)

2: Level Design Document

This LDD was created in two stages: one pre-production, and one revised after the final blockout. Adapted from Jordan Mcmorris’s template (with permission), it includes full design details of elements like narrative, mechanics, pacing, and layout, and it is available in Notion’s page below.

3: Game beats & 2D Map

Goal:
Structure gameplay pacing and environment layout from a raw level idea;

Create 2D map and LDD.

Solution:

  • Broke down the story into a quest chain, split it into gameplay beats, and assigned intensity values.
  • Visualized pacing through an intensity graph (V1), then iterated based on feedback: expanded intensity range (1–5) and added visual references to the map (V2).
Intensity Graph V.1
Intensity Graph V.2
  • Sketched the layout in ReMarkable, recreated it in Photoshop, and aligned it with visual storytelling goals.
Sketch
2D Map

Result:
The second version of the LDD offered a much clearer overview of player flow, emotional pacing, and environmental context. The updated 2D map helped communicate design intentions more effectively during peer reviews and team syncs.

(Format 2)

2. LDD​ and 2D map

With the core direction established, I focused on shaping the level’s structure, pacing, and gameplay flow to ensure smooth iteration and effective communication across the design process.

  • Gameplay Beat Sheet
    Broke the level into smaller segments with clear emotional intent (e.g., tension, rest, exploration) to align gameplay progression with narrative beats.
  • Pacing Graph
    Mapped intensity over time to ensure a natural flow of challenges and rest moments, avoiding abrupt difficulty spikes.
  • 2D Map
    I first created a high-level map sketch on paper to outline the key traversal, combat, and puzzle zones. Then, I drew a more detailed version of the map, further developing the layout. Finally, I refined it using GIMP to polish the design before transitioning to 3D.
  • Level Design Document
     Compiled all planning, beats, pacing, layout, and design logic into a single source of truth to guide feedback and development.

4: The First Roughout

Goal: Build the playable roughout fast.

Solution:

  • Transitioned from 2D map to UE5 and blocked out the level using simple geometry and color coding to reduce clutter.
  • Iterated in play mode to evaluate readability, navigation, and flow.
  • Added placeholders for enemies, NPCs, quest chains, and loot chests to simulate gameplay structure.
  • Used a Level Design Kit for prototyping, plus created a PureRef board for visual direction.

 

Result:
The level became fully playable and readable. Even though visuals were basic, the core gameplay idea came through clearly – players could explore, find rewards, and follow the quest flow.

This set a solid foundation for the next iteration.

PureRef Board

5: Iterating on the Roughout

(Format 1)

Goal:
Transform the spaceport and surrounding areas into a visually and narratively compelling introduction. The aim was to improve player immersion, guide narrative flow, and ensure that environmental storytelling supports gameplay progression from the very start.

Solution:

  • Redesigned the spaceport: raised it to offer a panoramic view, added narrative props, and included an early jump challenge with destroyed bridges and fallen towers.
  • Enhanced storytelling: scattered 1940s-style agricultural posters, added a hidden battery quest behind a locked shed, accessible through environmental breadcrumbs.
  • Improved visuals: replaced yellow blocks with nature assets from FANTASTIC – Nature Pack, and added animated sprinklers. Changed the sky material using Elite Landscapes: Skybox Bundle to boost mood.
  • Game Mode upgrade: switched to ALS for smoother movement and interaction.
 

Result:
The area now feels alive and purposeful. Players start with a cinematic overview, experience a moment of tension, and follow a more engaging narrative flow through enhanced visuals and environmental storytelling.

(Format 2)

Example 01: Snow Zone (Beat 06 & 07)

Result

Initially designed for platforming and bridge tutorials, the Snow Zone changed during development:

  • Hazard elements were added to the environment.

  • The setting was reimagined as a snowy junkyard.

  • The zone reflects environmental impact caused by the anomaly.

First & Second Iteration

Beat 6 and Beat 7 were initially structured to deepen engagement with platforming and bridge mechanics:

  • Reinforce movement skills

  • Introduce bridge ability in practice

Changes to the level’s metrics prompted a redesign of Beat 7.

Solution:
The redesign emphasized:

  • Reduced redundancy

  • Alternative paths for recovery

  • Early integration of mechanics appearing in later gameplay

Results:

  • Mechanics loop back into later beats

  • Layout matches updated pacing expectations

Third & Fourth Iteration

Player’s test indicated that the main path was too narrow and rigid. To improve flexibility, I expanded the playable area during iteration 3 and 4.

  • Merge B7 and B8 into a single larger space.

During the fourth iteration, a playtest revealed pacing and clarity issues.

Problems:

  • Confusion around bridge mechanics

  • Idle time between gameplay points

  • Lack of environmental threats

Solution:

  • Reintroduced a key item for bridge creation

  • Tightened space between gameplay moments

  • Added environmental hazards

6: Moving to the Blockout

Goal:

I assessed the level using core level design principles and identified that the lower part of the colony lacked spatial depth, player guidance, and purposeful encounters.

 

Solution:

  • To fix this, I added elevation by placing key buildings on raised platforms. This not only improved the visual composition but also introduced verticality into exploration and combat.
  • I also introduced “aggressive plants” near the Main Square as the first enemy type. To help players understand their attack range, I marked a clear danger zone on the ground. Cover objects were added nearby for tactical depth.
  • At this stage, the upper area was optional and included a few chests. After playtesting, I decided to tie it into the golden path for stronger gameplay relevance.
  • To improve orientation, I added a tall landmark tower visible from the colony entrance. I also rebuilt a narrative moment at the red-lit bloody door to enhance story delivery.

 

Result:

The new blockout layout brought stronger visual rhythm, clearer spatial hierarchy, and gave early combat more purpose. The colony began to feel alive, layered, and easier to navigate.

With the core layout validated during the roughout phase, I moved into the blockout phase to enhance gameplay clarity and player guidance. The focus was on integrating early gameplay systems, refining spatial readability, and shaping the overall tone using lighting, atmosphere, and simple environmental details like foliage.

 

Goals:

  • Integrate core gameplay systems like interaction logic and event triggers.

  • Playtest new systems to assess their impact on flow and usability.

  • Improve spatial readability through lighting, layout adjustments, and light vegetation.

  • Balance gameplay clarity with mood and environmental tone.

  • Keep documentation up to date to support feedback and collaboration.

 

Results:

  • Implemented functional gameplay systems to support core mechanics.

  • Overly complicated scripts were replaced with imagine statements to better convey my ideas.

  • Used lighting, atmosphere, and subtle foliage to guide player attention and enhance flow.

  • Ran two playtests focused on usability, clarity, and mechanics feedback.
  • Finalized a blockout with strong spatial clarity and gameplay readability.

  • Maintained clear, evolving documentation to support efficient iteration.

7: Iterating the Blockout

Goal:
The main focus of this iteration was to:

  • Finalize the first tutorial enemy encounter,
  • Polish the Main Square combat arena,
  • Refine the lower part of the Slums (from the Entrance Gate to the Square),
  • And start working more intentionally with lighting and post-processing to improve both readability and atmosphere.

Solution:

  • Switched Game Mode to the Low Poly Shooter Pack for built-in FPS mechanics (shooting, damage, etc.).
  • Reworked the lower colony layout: added lights, simplified enemy setup (replacing several “aggressive plants” with one “corrupted” enemy).
  • Changed the main path to the Square: player now takes an alternate route via ladders.
  • Rebuilt the Bar area with props, lighting, and Blueprints.
  • Designed 3 tactical approaches to the Square encounter: stealth, frontal assault, and sniping from elevation.
  • Color-coded non-interactive props (e.g. doors) in neutral gray to reduce visual noise.
  • Introduced post-processing to reinforce a slightly oppressive mood and guide player perception.

Result:
The level became more readable, grounded, and tactically interesting. The updated layout offered players more strategic options during combat, while lighting and visual cues helped guide navigation and reinforced the setting’s mood.

8: Refining the Blockout

Goal:
This iteration focused on deepening the player experience in the City Hall and Laboratory areas by:

  • Improving pacing and route design,
  • Adding verticality and strategic options,
  • Expanding environmental storytelling and mood through lighting and narrative setups.

Solution:

  • Changed the path to City Hall, blocking direct access and forcing the player to find an alternative route.
  • Introduced the “aggressive plant” enemy in a narrow area to raise tension; increased attack range and added a narrative warning.
  • Rebuilt City Hall as a two-storey combat space, allowing players to choose between direct confrontation or ranged tactics from the second floor.
  • Added narrative elements to explain who built the barricades and what happened in this part of the colony.
  • Expanded the Laboratory with new rooms, lighting setups, and locked doors. Introduced a friendly but initially unsettling NPC to create tension and a payoff through dialogue.

Result:
The City Hall section became a memorable combat set piece with player agency and multiple approaches. The Laboratory offered a more atmospheric, story-driven space, reinforcing the mystery of the colony and giving space for emotional pacing between combat sequences.

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