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Witch’s Tower – Guided Space Prototype

Level Design + Niagara + Blueprints and Modeling Exercise | Solo Project | 3 weeks

Witch's Tower

Overview

This solo prototype was created to explore follow goals:

  • Improving modular modeling skills in Maya
  • Practicing player guidance through lighting, contrast, and spatial hierarchy
  • Practicing Simple Blueprint Coding in UE5

The project focuses on controlled player flow within a compact environment rather than on implemented gameplay systems.

All modeling, lighting setup, and level design decisions were done independently.

Design Concept

The player reaches the Witch’s Tower after solving an implied puzzle and ascending a narrow spiral staircase.

The room is designed as a safe, warm magical sanctuary — a reward space that contrasts with the tension of the previous traversal.

The intended emotional tone is:

  • Cozy
  • Safe
  • Inviting
  • Curious rather than urgent

The player should feel encouraged to explore and observe rather than rush.

Player Objective

After entering the room and becoming familiar with the space, the player’s objective is to progress further through the tower.

To do so, the player must:

  1. Locate the manuscript on the desk describing a shrinking potion.
  2. Identify and find the corresponding potion vial near the cauldron.
  3. Consume the potion.
  4. Access the miniature door that was previously unreachable.

The sequence is intentionally designed to encourage spatial exploration and visual association rather than direct UI instruction.

Progression is achieved through observation, environmental cues, and repeated color language linking the manuscript, the potion vial, and the miniature door.

Spatial Flow & Visual Hierarchy

Although no gameplay mechanics are implemented, the space was structured around a clear progression idea:

  1. Curiosity Hook

    A miniature door beneath the banner acts as a visual anomaly. It introduces a question: why is this door so small?

  2. Primary Focus – The Desk

    Light from the stained-glass windows directs the player toward the manuscript on the table. This area represents narrative information and explanation.

  3. Secondary Focus – The Cauldron Area

    Darker tones and contrast balance the brightness of the desk. A red potion vial near the cauldron visually matches the red glow inside the miniature door.

The repetition of color and shape language was used to suggest a cause-and-effect relationship without UI prompts.

Lighting as Navigation Tool

Lighting was the primary navigation method in this prototype:

  • Stained-glass light guides the player toward the desk.
  • Warm ambient tones establish safety.
  • Darker architectural elements (doors, cauldron) create contrast zones.
  • The red glow inside the miniature door serves as a focal anomaly.
  • The red potion color intentionally matches the door glow.

The goal was to lead the player through space using light, value contrast, and color repetition rather than explicit markers.

Design Intent

Even without implemented mechanics, this prototype demonstrates:

  • Controlled player movement within a small environment
  • Intentional placement of points of interest
  • Visual hierarchy planning
  • Environmental storytelling through color and layout
  • Light-driven player guidance

Tools Used

UE5MayaMiro