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Post-Apocalyptic Rome

Level Design Case Study

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This level was part of a paired action-adventure level design project set in post-apocalyptic Rome. Players explore vertical city streets, crumbling buildings, and hidden paths while uncovering the story of a father searching for his son. Using interactive elements, collectibles, and visual cues, the environment conveys narrative and worldbuilding without relying on cutscenes. Principles such as the golden ratio were applied to ensure the level is visually clear, engaging, and immersive.

Concept & Inspiration

Level 1 was developed as part of a paired project for an action-adventure level design module. I created Level 1, focused on environmental storytelling and stealth gameplay, while my partner created Level 2, which emphasized combat.

The level is set in post-apocalyptic Rome, blending classical architecture with ruined, overgrown cityscapes. Inspiration was drawn from the Roman Forum, iconic classical structures, and games like The Last of Us, using debris, foliage, and decay to communicate a society in collapse. The goal was to immerse players in a world that tells its story through exploration, environmental cues, and interaction rather than relying solely on dialogue or cutscenes.

Early Planning

I began with a node map to structure the flow of Level 1, focusing on stealth opportunities and environmental storytelling. Key gameplay nodes included:

  • Entry Combat Zone – Introduces players to combat and stealth via a small jumping puzzle.

  • Escort Section – Initially included a companion NPC to guide players to the Colosseum, creating narrative tension and foreshadowing betrayal.

  • Final Combat Area – Features multiple vertical and horizontal paths: underground tunnels, streets, or rooftops, providing tactical options and encouraging exploration.

Feedback from lecturers revealed that too many optional routes would confused players, so the level was refined to guide players through all main buildings and key areas while maintaining exploration opportunities. The Colosseum was moved to the center, creating a strong focal point and guiding natural player flow. The map layout also follows the golden ratio, ensuring a visually pleasing and intuitive progression.

Iteration & Whiteboxing

The first Unreal blockouts focused on pacing and atmosphere. The player spawned in narrow streets, immediately dwarfed by looming ruins and authoritarian statues to create a sense of oppression. Early mechanics included:

  • A companion prototype, based on Joseph Campbell’s archetypes, intended as a shapeshifter figure who would later betray the player.

  • Stealth patrol paths for guards, with debris and foliage providing cover.

  • An underground passage as an optional stealth route.

Decals such as “Stay Quiet” graffiti taught mechanics diegetically, while crossed-out SPQR graffiti hinted at rebellion and resistance against Rome’s ruling order.

Playtesting & Iteration

Playtest 1

  • Positives: Players enjoyed stealth, environmental storytelling, and exploration.

  • Issues: Optional routes caused players to miss content; companion mechanics caused confusion and instability.

Response: Removed the companion and restructured paths to force progression through all main buildings.

Playtest 2

  • Introduced a key-and-door system, encouraging exploration and strategic planning.

  • Players could find keys in varied locations: on top of jumping puzzles, underground passages, and hidden areas in the environment.

  • Some puzzles, such as early jumping sequences, were noted as inconsistent with pacing.

Response: Adjusted puzzle placement, added visual cues (color-coded banners and vine placements) to guide player attention, and redesigned interiors to better reflect the narrative.

Environmental Storytelling

Environmental storytelling was the primary focus of Level 1, designed to communicate the story of a father searching for his son in a rebellious, post-apocalyptic Rome. Every element was crafted to reinforce narrative and gameplay simultaneously, creating a layered storytelling experience.

Low-Level Storytelling:
Practical, diegetic elements guide the player through the level while subtly building context:

  • Gameplay Cues & Decals: Messages like “Stay Quiet” instruct players to move stealthily while blending into the narrative.

  • Artifacts & Collectibles: Roman pottery acts as lore notes, rewarding exploration with historical context and backstory. A UI widget tracks collected pots, giving players feedback on their progress.

  • Interactive Elements: Pushable shelving units and puzzles allow players to interact with the environment, reinforcing gameplay mechanics while contributing to the story of urban collapse.

Medium-Level Storytelling:
Structural and environmental design communicates broader narrative context:

  • Building Interiors: Key locations, such as ransacked government offices, show chaos, looting, and historical significance, reinforcing the rebellion narrative.

  • Foliage & Environmental Flow: Vines, broken walls, and debris suggest an overgrown environement and subtly direct players through the level while enhancing vertical navigation and tactical options, inspired by Uncharted 4 and The Last of Us.

High-Level Storytelling:
Elements that communicate overarching worldbuilding and societal commentary:

  • Graffiti & Decals: Messages like “SPQR” crossed out and “Real criminals wear suits” indicate civil unrest, rebellion, and societal breakdown.

  • NPC Placement & Dialogue: Optional NPCs provide ambient storytelling, allowing players to overhear dialogue that reinforces the chaos and social collapse of the city.

  • Lighting & Focal Points: Strategic lighting highlights key areas while contrasting ruined classical structures with overgrown landscapes, emphasizing the collapse of society and the journey’s emotional tone.

This layered approach ensures players experience the story through observation, exploration, and interaction, rather than relying solely on exposition.

Gameplay Refinements

The stealth systems were iterated heavily across playtests. Patrol paths were carefully designed to give players multiple strategies — sneak past, ambush, or distract. Environmental puzzles such as the office climbing section and underground routes were refined to feel natural within the narrative.

Exploration was deepened through riddles and collectibles, rewarding players who looked beyond the critical path. For those who struggled with riddles, banners provided visual hints, balancing challenge and accessibility.

Audio & Subtitles

Voice acting played a central role in grounding the story. A professional voice actor recorded lines for NPCs, enemies, and death sounds, giving the level a cinematic tone. Accessibility was addressed through a custom subtitle system, allowing full control over timing and presentation, exceeding Unreal’s default tools.

Audio also reinforced narrative pacing — for example, the betrayal sequence at the end transitioned smoothly into Level 2 through audio cues and ragdolling, maintaining immersion.

Aesthetic & Polish

Final polish involved:

  • New assets (Roman helmets for save points, detailed banners, pottery collectibles).

  • Lighting and atmosphere tuned to create dramatic contrasts between sunlight and shadow.

  • Foliage and vines used to subtly guide players while reinforcing the theme of nature reclaiming ruins.

  • Decals and graffiti expanded to tell the story of rebellion with more nuance.

These refinements tied gameplay, narrative, and environment together into a cohesive experience.

Outcome

Level 1 demonstrates effective environmental storytelling through its use of verticality, ruined architecture, and interactive elements. Playtesting confirmed that players were able to uncover the narrative and explore the world without relying on dialogue or cutscenes, while stealth mechanics and strategic pathways encouraged engagement and replayability. Adjustments to map layout, puzzles, and visual cues improved flow and clarity, resulting in a cohesive, immersive level that successfully balances exploration, narrative, and gameplay challenge.

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