
PROJECT NOT-MARS
Personal Project / Name to change
“Project Not-Mars” is a work-in-progress third-person, single-player 3D platformer game demo set on a distant planet, where the protagonist searches for his missing crewmate by navigating the planet's harsh environment.
The Goal of this project is to design an engaging experience and highlight my abilities as an aspiring level designer. Focusing on creating a visually appealing level, I developed a simple story to guide the level's direction and gameplay. Setting the project on a desolate planet not only streamlined my asset research but also provided an opportunity to work with open-world elements.
The current state of the project includes a player model capable of basic movements (walking, climbing, crouching, sprinting, and jumping), a drivable and animated rover, and a simple object interaction system. The world itself is still under development, with some areas in a white-boxing stage and others in gray-boxing.

Climbing mechanic (Advanced locomotion System)

Crouching mechanic (Advanced locomotion System)

The Rover (UE Chaos Vehicle Physics)

The Protagonist
Planning and Lift-off
I began the project by creating a mood board, collecting images of foreign planets, canyons, craters, and space exploration. I categorized the images under “Emotions,” “Definitions,” and “Notes / Potential Ideas,” which helped me generate keywords.
Guided by these keywords and associated emotions, I crafted a simple narrative, including the main character, the setting, and the core story elements. I also outlined potential events to shape the level's flow and objectives.
Next, I worked on level ideation and event mapping. Using my old-school approach, I sketched level layouts on paper based on the selected event concept. After refining a key sketch, I enhanced my event map.
I implemented a locomotion system for the main character, ensuring they could navigate the planet's harsh terrain. Excessive parkour or complex actions like ledge climbing were avoided, as they would feel unnatural given that the main character is wearing a spacesuit.

Moodboard

Event Concepts


Whiteboxing & Feedback
After several playtests and feedback rounds with not only my mentor but also other experts and senior level designers, the feedback highlighted that the pacing was unbalanced, and some sections were “too long” and, at times, repetitive. While changes in scenery were an effective hook for sections, relying solely on on-foot traversal was a risk that would bore the player. Another reason for the changes was the addition of another level design student who was excited about my project. I have expanded the scope, made the necessary changes, and aimed to create a strong portfolio piece.











Re-design & Grayboxing
Unlike the original design, the redesign provides the player with more freedom, thanks to the addition of a drivable rover mechanic. Navigating is now faster and more enjoyable. Sections are shorter, and although progress remains linear, players can complete tasks in any order they prefer. The first act takes place in a giant crater, which serves as a restricted area for the player. The map unlocks based on completed objectives. For example, after completing the task “Repair the Relay Tower” (which has prerequisites), the rover receives a speed boost that allows the player to jump across a valley and leave the crater, progressing to the dunes of Act 2.



















Sidetasks
Beyond level design, I also gained experience with locomotion systems and animations. I fixed the rigging of the astronaut model using Blender, edited its textures in Photoshop, and corrected the skeleton mesh. Additionally, I retargeted the IK rig setup to ensure the locomotion functioned correctly. The rover model presented unique challenges as it was static, unrigged, and lacked suspensions and animations. Since I used Unreal Engine's premade vehicle system, Chaos Vehicle Physics, the rover required animations to function. I exported the premade buggy model, modified the chassis in Blender, and merged it with the existing rover model. Furthermore, I improved my skills with Unreal Engine’s Landscape mode and gained a deeper understanding of height map logic.
Gameplay video coming soon.