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Ling and the Corrupted Hollow

- Unreal Engine 5.6

Explore a mythical world of a lost paradise as you help Ling and the spirits cleanse the home of the Hollow Woods in our third-person puzzle platforming game. With your spirits by your side, find the four soul shards and restore balance to the corrupted hollow.

Level Designer // 26 Devs // Unreal Engine 5.6

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Design Process & Iteration

          The project features a strong ancient Chinese theme. When designing gameplay mechanics, we grounded them in traceable traditional cultural customs or culturally symbolic everyday objects and their functional uses in order to preserve affordance and cultural readability, thereby reducing player cognitive load and strengthening environmental immersion.

Gameplay Design 

Designed puzzle gameplay and stealth combat systems aligned with the project theme, GD vision, and overall game vision.

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Cross-disciplinary collaboration

Worked closely with the programming team to define gameplay requirements, state logic, and interaction conditions, ensuring the design was feasible and maintainable.

Communicated with the art team to convey design needs, clearly articulated the gameplay vision and how the mechanics would be implemented within the level to support its theme, and provided detailed asset lists.

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Action Block

Produced action blocks and Whitebox Levels to communicate gameplay structure more efficiently to stakeholders and cross-disciplinary team members.

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Level Design 

Thematic Alignment

  Proposed multiple thematic directions and outlined corresponding gameplay concepts for each, enabling the Game Director to evaluate and select the most suitable vision. To support clarity for an international team, I curated reference materials from widely recognized films and games to provide accessible visual and experiential context.

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Level Design

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Gallery 

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Postmortem

What Went Well?

  1. I have expanded more interesting and playable ACTION on the existing game mechanism. 

  2. I helped SD with the minimum cost program to change the improvement of the entire gameplay experience.

  3. At each stage, I tried to make my levels be more comfortable and simpler to players, instead of being confused and simple in the level.

What Went Wrong?

  1. My computer is damaged, resulting in slow progress.

  2. The part of the repeated operation of Level5 Part2 belongs to the step that can be improved from the design.

  3. I need to understand the situation before asking questions.

What I Learned?

  1. When we receive a Feedback, testers are usually a suggestion based on his feelings, and the best solution is likely not the direction of the tester.

  2. The method to find the lowest cost can reach the maximum benefits.

  3. I will inform PEER in advance which part of the PEER is doing at work, which can avoid the Preforce conflict

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