Souls Like Project Part 01
In 2023 a friend of mine encouraged me to try a relatively new Souls game called Elden Ring. The game captivated me instantly, leading to countless hours exploring its vast world, delving into dungeons, and replaying the intricate legacy dungeons. When the DLC The Shadow of the Erdtree was announced, I was inspired to create a Level Design piece based on the Souls-like genre.
Goals
Create a Level Design project that embodies the core elements of Souls-like games: challenging combat, deliberate pacing, and rewarding difficulty that encourages exploration. This project aims to showcase the concepts I've learned from playing and studying the Level Design of FromSoftware's games.
The goal was to develop a portfolio piece that would allow me to deeply analyze and replicate the complex Level Design structures that make Souls-like games so renowned.
Unreal Engine Market Place
Combat Fury: Comabt System
Goblin Warrior. Modular
Gothic Knight
Paragon: Sevarog
Ace Souls-Like Climb Ladder V4
Project Details
Engine: Unreal Engine 5.3
Elden Ring/SoulsLike Open World
Duration: 3-4 Months
Team: Solo Project
In the sections that follow, I'll walk you through the entire process of developing this level
Before gathering image references, I returned to the Lands Between to immerse myself in the design and atmosphere that I wanted to capture for this project. After a few hours of gameplay, I began selecting image references, focusing primarily on architectural spaces and the design of crossings
SPOILER ALERT
Please, watch the gameplay video before scrolling down.
Research
My image research focused mainly on forms, shapes, open spaces, key locations, mood and overall design.
I also looked through some of my art books for additional inspiration and found a few particularly helpful ideas. I ended up selecting five that stood out.
101 Things I Learned in Architecture School, by Matthew Frederick
Virtua Cities by Konstantinos Dimopoulos is about famous cities in games.
Sekiro Game Guide with a look of insight into how the levels were designed.
Elden Ring Artbook Vol.1
Artbook of Game Thrones
All the books helped me a lot but I would like to highlight 2 of them.
101 Things I Learned in Architecture School
This book taught me a lot about spaces, design, and how to bring feelings only using spaces, forms, and empty spaces.
Virtual Cities
2 Cities in the book were created by FromSoftware, having a nice story-driven text helping me understand the mood of the SoulsLike Genre.
Design Phase
At first, I didnāt fully grasp the scope of the project. I revisited the most memorable parts of the game and began sketching out some initial ideas. Over the course of 2-3 weeks, I dedicated my free time to designing levels that would be engaging and explorative, always imagining a story for each one. Once I had about 30 areas, both small and large, I started to curate and select the most compelling ones.
After testing all the levels, I planned the lore and gameplay elements. I wanted to recreate the wonder I felt entering Limgrave, so I designed the starting area to feel closed and mysterious, opening up to evoke a sense of discovery.
Progress Diagram
In the early stages of designing the level, I put together this diagram to map out the main areas that the level should include. It helped me visualize the different spaces and how they would work together, making it easier to keep track of what was important as the design took shape. This diagram was a key tool in keeping the project focused and ensuring that each space had a clear purpose in the overall layout.
After that, I started arranging all the levels together to get a better view of what the final version would look like. This process led to the creation of the finalized map shown below
Intensity Chart
In the early design stages, I created this diagram to map out the main areas of the level. It helped me visualize how the spaces would work together and stay focused on each space's purpose in the overall layout.
Church
This area is designed to help you get comfortable with the controls and the character's speed. The straightforward path leads easily to the first 'bonfire' and the exit.
You wake up in a small room, emerging from a stone sarcophagus surrounded by lit candles. A platform or elevator hints at exploration without much guidance, sparking curiosity to investigate your surroundings.
Taking the elevator, you arrive in a circular room, blending old European opera house elements with a dark ritual atmosphere.
Outside Area
Since a lot of the time I spent in Elden Ring was in Open World areas, I needed to be realistic. No gigantic ideas! So the design was to help the player feel secure to explore and fight enemies in 3 different areas.
Another point I had in mind was the Vistas/Landmarks. Even if itās not actually a 100% legit OpenWorld area, it should look like it. But the guidance for the player itās a very important level design aspect. So I also separate some cool Points of Interest images.
Framing
Inside the Church, you could see this symbol with the circle and a vertical line dividing it in the middle. The same symbol appears on the horizon as soon as you reach the outdoor area. But in case you miss it, the symbol of a big construction will be easily seen from different places. The main goal is to show you that the Symbol is where you are supposed to go, or at least spark your curiosity.
Battle Areas
The second place you will find enemies isnāt āhiddenā as the previous one. While crossing the main path on your right side, there will be 3 weak enemies teaching about ranged combat.
Right after you leave the Church there is a path if you turn left with two weak enemies for the player to learn more about the combat mechanics. Also, you can find an item.
This item in the very beginning is to teach the player that exploration will be rewarded.
The final enemies in the Outside are hidden off the main path, requiring space management during the battle.
2 Enemies in different segments of the area, both trying to flank you.
Another item is hidden here, but easier to see when you are leaving the area.
Bridge Path
The first path you can take is the Bridge, which leads you to the main entrance of the Military Base. At the very beginning, you will encounter a peaceful NPC, who will tell you there are 2 ways to get inside the Military Base.
The main one, the bridge, will lead you to fight very strong foes. So if you know few things about these lands, will be very challenging.
The other path Iāll talk more in the next section.
Under Bridge
The path under the bridge leads to a different gameplay. Easier than the bridge one, but longer and more rewarding.
At the very beginning, there is a bonfire, which can be seen from the bridge path as well. The placement of the feature was to also encourage you to try the hard path a few times. Is close to both paths so it gives you the sense of not losing anything or choosing the āwrong wayā
After crossing the path under the bridge you will face two options. A cave entrance and another path leading to more enemies. This second path is easy to see what lies ahead, and since you already walked around it, and maybe saw it from the dead end on the previous area, it encourages you to go there while the cave seems to be a deeper and more dangerous path.
Here is a map from above from the open level path
The Cave
Besides this been a small area the cave is the last part where you fight low-level enemies. Since the main level was suposed to be the Military Base, this cave was one of the last changes I did. As this location is just below the base, I've decided to continue to give clues as to what will be revealed near the end of the level, but you'll only find out in part 02.
Backdoor
After crossing an underground shortcut, the cave, you reach once again an outdoor area. This part is intended to be vertical, to give the player a sense and magnitude of how the level can connect with others.
As soon as you reach outside there is a bonfire placed to give the feeling of safety. Before reaching the bonfire and before the first encounter with new enemies, it feels the level is as exploratory as a Souls Like can be.
As soon as you reach outside there is a bonfire placed to give the feeling of safety. Before reaching the bonfire and before the first encounter with new enemies, it feels the level is as exploratory as a Souls Like can be.
The Military Base
Welcome to the final challenge of the level: an Elden Ring Legacy Dungeon set in a two-story military base. Here, you'll encounter enemies ranging from low to high difficulty.
There are two entrances. The first is accessed via the bridge outside, which I mentioned earlier. As you fight through the high-difficulty enemies, you'll earn a well-deserved rest at a bonfire, where you can gather XP and level up your character if needed.
The second one is the one which the majority of players might have access from. After taking the Under Bridge path and finally reaching and going thru the Backdoor you will find a passage to the Military Base.
1st Floor
In Elden Ring, the enemies you face aren't just obstacles; they're integral to the game's experience. Each enemy, from the simplest grunt to the most formidable boss, has its own set of attacks, behaviors, and weaknesses. Learning how to fight them is a crucial part of the game, requiring patience, observation, and adaptability. As you progress, you'll develop strategies that help you overcome these challenges, making each victory a rewarding testament to your growth as a player.
Mastering the combat in Elden Ring isn't just about brute forceāit's about understanding your opponents, learning their patterns, and knowing when to strike. This learning process is what makes every encounter meaningful and every battle a test of skill and knowledge.
In Elden Ring, exploring Legacy Dungeons is an adventure, with multiple doors and gates urging you to uncover hidden secrets, enemies, and items. The thrill comes from discovering treasures in less obvious places.
My design approach was inspired by Elden Ring's intricacies. The way it rewards thorough exploration influenced my choices, aiming to capture that same sense of mystery and reward. It's a nod to a game that has both challenged and inspired me.
2nd Floor
In Elden Ring, enemies aren't just obstacles; they're integral to the experience. Each one has unique attacks, behaviors, and weaknesses, requiring patience, observation, and adaptability. As you progress, you'll develop strategies to overcome these challenges, making each victory a testament to your growth as a player.
Mastering combat isn't about brute forceāit's about understanding your opponents, learning their patterns, and knowing when to strike. This process makes every encounter meaningful and every battle a test of skill and knowledge.
In Elden Ring, certain areas demand a more cautious and stealthy approach to survive. For example, in Liurnia of the Lakes, the dense fog and narrow paths conceal hidden dangers, making careful movement essential. In Castle Sol, enemies lurk in tight corridors and ambush spots, requiring you to move quietly and avoid detection. Meanwhile, the eerie Siofra River is filled with patrolling enemies and sniper archers, where stealth becomes your best friend to avoid being overwhelmed. These areas challenge you to adapt your playstyle, rewarding patience and tactical thinking.
On the second floor, you are able to choose the way you prefer, but in some areas, you will need to manage multiple enemies at once. Also, there is the first short-cut mechanic on top of the main gate and the bonfire.
Boss Arena
In Elden Ring, mini-bosses and special enemies are designed to offer unique, challenging encounters that control access to crucial areas or rewards. In your level, the medium-level boss serves this purpose, acting as a significant hurdle players must overcome to progress.
This boss tests players' skills and strategies, making the challenge both memorable and rewarding. Defeating it not only advances the player but also enhances their sense of accomplishment and progression.
Defeating the gatekeeping boss unlocks a hidden path that is now open with unexplored rooms. Beyond the main gate, you'll venture into these newly accessible areas. What lies beyond the gate promises to expand your journey and enrich the unfolding narrative
To be continued.
Thank you for following along with these insights into the level design. Your interest and feedback are greatly appreciated. Stay tuned, as I'll be posting Part 2 soon, revealing what lies beyond the gate and the new elements that will shape the upcoming levels. Iām excited to share more with you and continue exploring these design aspects together.