Research Lab 1590
Solo Project
This project is a Destiny 2 lost-sector level. The setting takes place on the planet Europa, where the player enters Research Lab 1590 with the objective of eliminating the Vex leader known as The Mind. This enemy is rumored to be competing with Eremis for access to dangerous Clovis Bray technology.
Engine: Unreal Engine
Development period: Four weeks
Tools:
Unreal Engine
Adobe Illustrator
PowerPoint
Perforce
Responsibilities:
Documentation
Mapping
Metrics gym
Block-out
Blueprinting
Planning
I created a level design document using PowerPoint to plan and organize my ideas for the level. This document included sections outlining the narrative, design focus, and summaries of key locations and features within the level.
References
I gathered reference material of Europa from Destiny 2, specifically lost sectors. Icy locations on earth like Antarctica and caverns, and scientific labs and research areas.
These references were highly valuable in shaping the overall design of the level. They helped inform how the exterior Europa would be structured and provided inspiration for the visual identity and gameplay structure.
2D Map
The 2D map combined the narrative, gameplay, and location features of the level into a single visual plan. It allowed me to visualize how the environment design would support combat elements such as cover, enemy spawns, and negative spacing.
Although I anticipated that the map would go through multiple iterations throughout the design process, it served as a strong starting point for understanding how these elements would come together. It also helped me better envision the overall player experience and how the level would function once fully realized.
First version
Final version
Processes and features
First Iteration
The level was structured around a three-room layout connected by hallways.
Final Iteration
I kept the design of the three room/hallway design. Towards the end of production, I implemented post-processing effects to better convey the environmental atmosphere of the planet on which this level takes place, Europa.
The landscape tool was used to create terrain representing snow. I also sculpted a deep trench around the perimeter to serve as a natural barrier, preventing the player from leaving the playable area.
Icy Cave
First Iteration
When designing the introductory section of the level, I recognized the need to introduce the core puzzles and encounters that the player would face throughout the rest of the game. It was important for the player to understand the systems that enable progression, as well as the fundamentals of enemy behavior, including movement, attacks, and combat flow.
Initially, my goal was to focus the section solely on combat, requiring players to defeat enemies and destroy relics to advance. After multiple playtests and feedback sessions, it became clear that the section lacked a strong identity.
Final Iteration
Enemies were placed in the center and along the sides of the section to provide the player with multiple targets, encouraging situational awareness and target prioritization.
While the combat and key-door progression system functioned well mechanically, the space did not provide a meaningful challenge or compelling reason for the player to explore and navigate the room on their way to the laboratory entrance.
Relic and Door System
I implemented a key-and-door system in which the player must destroy two floating artifacts to open the door once both are eliminated.
Platforming
The identity of this level is centered around a platforming sequence. This is intended to communicate to the player that the route they are taking is not the one originally designed or intended.
Hole-in-Wall Entrance
I decided to revise the overall theme so that the enemies appear to have breached the research lab by creating a hole in the side of the storage room.
Lab
First Iteration
The laboratory section was designed as a skill-based challenge for the player. It features additional relics to destroy and a greater number of enemies to defeat, increasing the difficulty and requiring players to apply the mechanics they learned in the introductory area at a higher level.
Final Iteration
I incorporated a variety of elements to give the room a distinct identity while also providing functional cover. The primary cover points were designed as crates, representing boxed robot parts prepared for use within the facility.
I also removed sections of fencing on the platforms and atop the research station to promote more fluid movement throughout the space. This decision was made to prevent obstructions and support smoother player parkour and traversal during gameplay.
Enemy Placements
The enemies spawn by trigger as the player progresses deeper through the room, discovering and destroying artifacts.
Relic and Door System
The relics are placed throughout the first, second, and third sections of the lab to guide the player forward and draw them naturally toward the exit door. Enemy spawn triggers are positioned at the entrance of each segment, creating waves of enemies that catch the player off guard and reinforce the feeling of an ongoing onslaught.
Shadow Box and ROBOTIC DISPLAYS
Because this section takes place in a research lab focused on the development and construction of robots, I added a negative space room displaying experimental technology, worktables with robotic components, and computer stations. I also created cubicle structures that serve a dual purpose: they enhance traversal by introducing elevation and cover, and they visually reinforce the room’s role as an active research space.
Elevator System
Between the Lab and the Robotics Testing sections of the level, I implemented a blueprinted elevator system.
Robotics Testing
First Iteration
The robotics testing room is divided into four distinct sections, each featuring unique elevation and thematic elements to provide the player with varied traversal options and to reinforce the functional purpose of each area.
The initial boss spawn was always intended to be positioned in the center of the room, with various traversal areas surrounding it.
Final Iteration
It became clear that the room needed to be considerably larger to provide sufficient space for player movement and additional enemy spawns. As a result, the room size was increased to better support the intended gameplay experience. I also added more variation of elevation and cover to allow for more movement throughout the space and saftey from attacks.
Enemy Placements
Rank-and-file enemies and the boss are triggered to spawn as the player approaches the central podium.
Progression Door and Chest
At the end of the testing room, a door can only be opened once the boss has been defeated.