
The level design of Elden Ring is heavily influenced by narrative. This was a personal project to develop a single player, Souls-like level, using Unreal.
Grafted at Sea is a single player level designed as a hybrid fort and cave dungeon seen across the map of Elden Ring. The narrative is influenced by one of the primary encounters as well as the lore of Castle Stormveil. The architecture, scale, and layout was constructed with forts, such as Fort Haight, and limestone caverns in mind.
The layout is intended to progress yet deviate the player towards the end goal - a boss encounter at the bottom of a cavernous pit. Where the player starts, they have a visual of a crumbling tower and ruined fort. The drive to investigate the fort leads the player to a locked door and a detour, deep into the pit that has swallowed much of the fort. Here, the descent and ascension loops the player back to the tower seen from the beach. Descending via elevator into the depths finally rewards the player with a boss battle as well as a visual resolution to the narrative.
Check out the devlog here for a deeper look at my process.
















