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Crimson Knight

Software Used: Unreal Engine 5.5, Blueprints
Asset Packs: Custom Modular Kit

Overview

This tutorial serves as both a mechanical and narrative introduction to Crimson Knight. Set in a surreal purgatory of blood and fog, the player awakens as the Crimson Knight once a loyal servant of the Absolute, now seen as a traitor. The tutorial teaches movement and combat fundamentals through a fluid, evolving environment, culminating in a final multi-enemy encounter before the first boss. The space sets the tone for the game’s dreamlike atmosphere, integrating mechanics and story into one cohesive experience.

Design Goals

  1. Sabotage the Operation

    • Infiltrate the stronghold and bring down the drug lab to disrupt the cult’s supply chain.

  2. Rescue the Hostages

    • Locate and free hostages held across the compound.

  3. Fight Your Way Out

    • Escape the stronghold after completing your objectives, pushing through hostile resistance.

Narrative Context

  • Flexible Approaches: Players can engage enemies directly or take alternate paths, with multiple entry points supporting varied play styles and replayability.

  • Objective Variety: Free hostages, destroy the drug lab, and escape the stronghold. Objectives can be done in any order.

  • Interconnected Layout: The area is connected, creating a compact environment that supports layered encounters.

Map

TopDownTutorial-05.png
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Block Out Process

The blockout focused on:
 

  • Multiple Entry Points: Designed to support different combat paths and keep the space replayable.

  • Objective Visibility: Key areas like the drug lab and hostage rooms are positioned to stand out and remain accessible from multiple directions.

  • Combat Flow: AI testing helped shape spaces where enemies could move naturally, flank, or hold positions without breaking pacing.

  • Sightlines and Height: Cover, elevation changes, and sight blockers were used to control line of sight and create natural tension.

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Level Structure

The blockout focused on:
 

  • Multiple Entry Points: Designed to support different combat paths and keep the space replayable.

  • Objective Visibility: Key areas like the drug lab and hostage rooms are positioned to stand out and remain accessible from multiple directions.

  • Combat Flow: AI testing helped shape spaces where enemies could move naturally, flank, or hold positions without breaking pacing.

  • Sightlines and Height: Cover, elevation changes, and sight blockers were used to control line of sight and create natural tension.

Playthrough

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Takeaways

  • Balancing Freedom: Giving players multiple paths and objective orders worked well for replayability, but it also made pacing more difficult to control. I learned how important it is to guide players subtly, using design and scripting to keep them on track without taking away freedom.

  • Designing for Scale: The level's compact size helped keep things tight and readable, but also made it easier to complete quickly. This taught me to think about how space, encounter design, and optional content can be used to control tempo and extend playtime without feeling like filler.

  • Basic Scripting to Support Flow: Simple Blueprint scripting allowed me to create progression gates and reactive enemy behavior that made the level feel more dynamic. These tools were key in shaping the player's journey and keeping the mission from feeling rushed.

© 2025 by Justin Rodrigo.

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