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.

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
- Video Summary and Playthrough: Watch the level summary and gameplay here
- Game Download: Download the level to play