top of page

The Lost Temple Of Aku

Introduction

In this project, I set out to create an inspired Tomb Raider-style action-adventure campaign level design set in the Amazon jungle. This project includes level design and scripting.

 

I was heavily inspired by Indiana Jones, Uncharted, Tomb Raider, and other action-adventure games that motivated me to create a treasure hunt for artifacts that was interesting to explore and worked well with the gameplay.

 

Project details:
  • 2D map layer out in Figma

  • Unreal Engine 5.3

  • Blockout tool plug in

  • Puzzle Design

  • Level Design

  • Whitebox 

  • Scripted Events

What I have help with:

  • Gameplay created by Jakub W

 

Pre-Production

ref.JPG

Research 

My main reference set in a Amazon jungle, I begin my process by gathering inspiring images to use in a moodboard, creating a source of inspiration. I analysed other third person shooter levels in similar settings, like Shadow of the Tomb Raider and Uncharted Drake's Fortune.

 

Final Overview

Using Figma to draw from my source of inspiration and my analysed levels from similar games, I started to create a layout that would give me a rough overview of the level. This helps me with the blocking out process, clearly outlining Puzzle rooms and Traversal space.

Temple_Of_Aku_2D Map.png

Blockout Process  

This GIF showcases the level's progression through multiple iterations during the blockout stage.

This GIF showcases the fire room puzzle, highlighting flaws in the initial layout design and demonstrating how I addressed and resolved the issues.

This GIF showcases the main temple, illustrating the iterative process to achieve the desired scale and feel.

Iterations

During the blockout phase, I focus on exploring different design possibilities, experimenting with new iterations, and carefully considering scale and feel to refine the layout and enhance the gameplay experience.

Level Walkthrough

Introduction To The Level

Locating The Entrance To The Temple 

Introduction To The Puzzle Room

Spike Room Puzzle

Getting close to the Temple of Aku

Fire Room Puzzle

Main Door unlocks Puzzle

The Temple Reveal

Gameplay

Traversal

I wanted the level to evoke a sense of adventure right from the start, as players search for the temple. To achieve this, I incorporated rock climbing, rope swinging, and zipline mechanics. These traversal elements not only engage the player but also maintain a steady and immersive pace.

Pressure Plate

I scripted the pressure plates into a single blueprint, making them modular for use with fire masks, spikes, or doors. By doing it this way, I not only saved time but also gained the flexibility to create fun and engaging puzzles.

Framing Camera Angles

In this level, I ensured the camera always frames the player's goals. For example, while climbing ledges, the camera aligns to reveal the temple's entrances, guiding progression and keeping objectives clear. This approach reduces confusion and enhances player focus throughout the gameplay.

Closing Thoughts 

The Lost Temple of Aku was a great project to work on. It has expanded my knowledge of the action-adventure game genre and pushed me to explore the quality of level experiences I can create. By researching other games with similar mechanics, I was able to improve and refine my blockout process.

My main focus in this project was to create a campaign experience inspired by Shadow of the Tomb Raider. The gameplay constraints and narrative-driven design provided valuable lessons. I wanted to challenge myself by creating engaging puzzles, such as mixing pressure plates with fire and spike traps, to keep the player invested.

Although I’m really happy with the project, there are a few things I would do differently if I were to do it again. One key change would be introducing one of the puzzle rooms earlier. When the player encounters a puzzle room later in the level, it can be confusing. Presenting an early puzzle would help provide clearer guidance on how to approach and solve these challenges.

Overall, I learned a lot from this project. I was able to create a level that mirrors the constraints and quality seen in Shadow of the Tomb Raider.

Thanks you for Reading 

bottom of page