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Anubis' Passage

Third Person Linear
Inspired by Egyptian Mythology

Introduction

Story
Venture into the Ancient Egyptian tomb. The design blends intricate tomb architecture with player engagement, balancing tight, claustrophobic tunnels and vast, open halls. Navigate dimly lit catacombs, uncover hidden treasures, and find the four gold obelisks to unlock the mysteries within the tomb.​
Breakdown
  • Time: 1 Week
  • ​CGMA Course Week 02
  • Engine: Unreal Engine 5
  • Level Design​
  • Blockout/Whitebox

Level Flowchart

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Arrive at the tomb
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Mini Boss Encounter
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Escape Tunnel
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Mission Debrief
Find Gold Obelisk
Traverse Anubis' Hall
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Enter Tomb
Discover an Ally
Anubis' Test

Design Techniques

Leading Lines
I used leading lines by positioning the statues of Anubis in the front of the tomb's entrance. Their placement and the direction they're facing naturally draw the player's eye toward the tomb, subtly guiding them forward without the need for explicit markers. This shows that the tomb is a focal point
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Player Gating
I used player gating to control progression by requiring the player to defeat a mini-boss before advancing. The tunnel remains sealed until the enemy is defeated, creating a clear goal and a sense of reward when the door opens. 
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Affordances
I used affordance by placing a soft blue light near a hidden passage, signaling that the area is important and can be interacted with. This light leads players to a secret area that unlocks the first golden obelisk, encouraging exploration through visual cues.

Overview

2-D MAP
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IMAGES

Walkthrough

Player Start
The player begins their journey in the middle of a vast desert, facing the looming silhouette of an ancient Egyptian tomb partially buried in sand.

Towering statues of Anubis stand guard at the entrance, creating natural leading lines that draw the player’s eye toward their destination.
Meet Ally
Just before you venture further into the tomb, you meet an ally stationed at the entrance. An experienced explorer who has been studying the site.

They quickly brief you on the strange anomalies inside, warning of a powerful force connected to the golden obelisks
Gold Obelisk
Throughout the level, the player must find and collect four golden obelisks hidden within different chambers of the tomb.

Collecting all four is key to unlocking the final battle with the Egyptian God Anubis
Mini Boss
I designed a dedicated arena within the tomb where the player must face a mini-boss. Once the player enters this space, the exits seal behind them, creating a contained combat encounter.

This mechanic ensures the player must fully engage with the fight before progressing further
Traverse Courtyard
After escaping the tunnel, the player enters a long courtyard that serves as a final defensive stronghold before reaching Anubis's chamber.

The area is filled with enemy forces determined to keep intruders out, creating a high pressure combat sequence.
Fight Anubis
After collecting all four golden obelisks the sealed gateway opens. The player gains access to Anubis’s inner chamber.

Awakened by the disturbance, Anubis rises to judge the players heart, by weighing it against sacred feathers, setting the stage for a challenging battle!

Pre-Production and Reflection

References
Reference images come from Ancient Egyptian mythology and architecture to guide the design of this level. I incorporated key features such as massive stone columns, statues, structures and courtyards covered in sand to create an immersive space that reflects the culture and mystique of ancient Egypt. Elements like the statues of Anubis, golden obelisks, and hidden chambers were inspired by these references to enrich the level’s storytelling and pacing.

References from games like Tomb Raider, Destiny and Elden Ring
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Reflection
This was the first linear level I’ve ever created, and it taught me a lot about design fundamentals. One of the biggest challenges was learning how to make small spaces feel much larger than they actually are, as well as how to effectively fill those spaces to avoid emptiness or awkward gaps. I initially struggled with scale. I still struggled with making areas too large but I was able to fill them with props and other objects.
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