Japanese Garden Level

A reflective exploration level inspired by Japanese temples, built in UE5.3 with a focus on natural flow, cultural weight, and visual storytelling.

Japanese Garden Level screenshot

Game Design Coursework – Unreal Engine 5.3
Role: Level Designer / Environment Artist


Overview

A solo level design project focused on crafting a quiet, spiritual environment using Japanese temple architecture and forest motifs. The goal was to create a space that rewarded curiosity, set a meditative tone, and guided players using only natural elements—light, layout, and landscape.

[Insert Image: Wide-angle shot of temple or forest with player pathing]


Concept & Research

I drew reference from Nara’s legendary temples, Shinto and Buddhist design cues, and the way nature overtakes architecture in forgotten spaces. This wasn’t meant to be “accurate” — it was designed to feel reverent, lost, and peaceful.

  • Focused on indirect storytelling through ruins and props
  • Used natural sightlines and elevation to hint at paths
  • Aimed for serenity, not challenge

[Insert Image: Reference board or annotated concept sketch]


Key Design Goals

  • Use light and structure to guide players without HUD
  • Encourage freeform exploration with soft gating
  • Hide collectibles (Lucky Cats) that reward environmental attention

Development Breakdown

Blockout Phase

  • Built initial pass with splines and modular temple kits
  • Tested pathfinding with minimal assets to ensure flow felt intuitive
  • Sightline anchors placed early to hint at objectives or interesting areas

Art Pass

  • Custom lighting blend: fog, low-angle sunlight, particle embers
  • Decals, moss, and foliage placed to imply age and neglect
  • Adjusted color palette to shift subtly over areas (cool → warm)

[Insert Image: Lighting tests or blockout vs final comparison]

Gameplay Layer

  • Collectibles placed off-path or near visual landmarks
  • Player movement speed tweaked to slow exploration naturally
  • No combat—player is here to observe, not disrupt

What Worked

  • Natural guidance via light and layout was successful—players rarely got lost
  • Environmental storytelling (collapsed archways, offerings) added depth
  • Mood stayed consistent from start to finish

What Didn’t

  • Frame rate dipped with dynamic shadows and too much foliage
  • Some geometry broke immersion up close (low-res rock meshes)
  • Collectible placement could be more meaningfully tied to story themes

Summary

This level taught me the value of restraint in level design. Instead of filling space with gameplay, I focused on shaping mood, flow, and emotion. Sometimes the best play experience is just being in a space that feels alive.

[Insert Image: Player moment discovering a hidden collectible or landmark]

Watch and Play

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