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Olympus Reforged

Third Person Adventure Semi-Linear
Designed by Hunter McCormick
Stack-O-Jam Epic Games Game Jam Entry

About Olympus Reforged

Story/Information
  • This level was created for the Stack-O-Jam, a one-week game jam hosted by Epic Games, where I earned 2nd place out of over 400 applicants.

    Using the Stack-O-Bot character, I designed and built an adventure level set on floating islands that are filled with ancient Greek architecture!
Tools & Design Process
  • Awarded 2nd Place out of over 400 applicants
  • ​Time: 1 week
  • Unreal Engine 5
  • Procreate
  • ​Stack 'O' Bot kit

Gameplay

Gameplay Clip

Pre-Production

Reference Photos.jpg
References
For this level I drew inspiration from Ancient Greek Architecture. I wanted to incorporate key features like the pillars, arches and symmetry from Greek Architecture. To give the theme a unique twist, I integrated Stack-O-Bot mechanical assets throughout the level, creating a distinctive blend of classical design and futuristic elements.
Goals
My goal for this level was to create an engaging and challenging experience that also introduces players to a world that feels expansive and full of possibilities. I aimed to craft an environment that draws players in, encouraging exploration and discovery, while combining inviting architecture with a unique blend of sci-fi and fantasy aesthetics to make the world feel immersive and alive.

Overview

3-D MAPS
Olympus Reforged 3D Map grey.png
Olympus Reforged 3D Map Part 2 grey.png
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Tutorial Reveal
Grapple Intro
Teaching buttons
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Teleporter
First view of Ruins
Open Ruins
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Explore Ruins
Escape Ruins
Ascend/Finish

Level Flowchart

Tutorial
Grappling
The grappling hook was designed specifically for certain sections of the jumping puzzles. Intended to interact only with the giant metal bolts scattered throughout the level.

It allows players to swing and carry momentum across larger gaps, adding depth and flow to traversal challenges.
Buttons
In this section, I wanted the player to learn how buttons work through natural gameplay. A button and some boxes are positioned next to a lift pad, which begins to rise when the button is continuously activated. 

The player learns another use for buttons later in the level

Walkthrough

Olympus Reforged TSP Vid.gif
Olympus Reforged GABI Vid.gif
Tutorial Spawn Platform
The tutorial spawn platform serves as an introductory space that gives players a first look at the architecture and scenery they’ll encounter throughout the level.

This area also introduces a character who greets players and welcomes them to Olympus Reforged.
Grappling & Button Intro

This area of the map introduces the player to the newly acquired grappling mechanic, allowing them to practice its use in a controlled environment.

 

It then teaches how to interact with boxes and buttons to activate lifts

Olympus Reforged JPT Vid.gif
Olympus Reforged RC Vid.gif
Jumping Puzzle Tutorial

I designed this area to teach players how to navigate different jumping puzzles, with each challenge becoming progressively more difficult.
 

Players will encounter more versions of these jumping puzzles later in the level, allowing the skills learned here to carry directly into the future gameplay experience.

Ruins Courtyard
Designed to gradually guide the player toward their next major objective, the Ruins. This area introduces key environmental cues and subtle challenges that prepare players for what lies ahead.

It also features a small puzzle that must be solved to lower the gate, granting access to the entrance of the Ruins.
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Ruins Puzzle Room
The Ruins Puzzle Room is a complex challenge area featuring jump puzzles and hidden buttons the player must find to escape.

Players must activate three blue switches that light up the robot’s eyes and chest to open the exit.
Path to Ascension
The final Path to ascension is the last jumping puzzle, before the player ascends and finishes the level.

This part of the level requires the use of mechanics introduced earlier but gives the player the freedom to complete the final section in whatever way they prefer.

Design Techniques

Environmental Storytelling
I incorporated environmental storytelling into the level by designing Ancient Greek architectural structures and ruins.

Placing them in both the foreground and background to convey a sense of history
Framing
I designed areas that intentionally guide the player’s view toward key objectives, using environmental framing to emphasize their importance.

The most impactful examples are the tutorial structure, the ruins’ entrance, and courtyard. 
Breadcrumbs
I used breadcrumbs to subtly guide the player. For example, a turned-off light is positioned to face a hole in the wall.

This draws the player’s attention, prompting them to investigate, activating the button, will turn on the light, which then unlocks the door and allows further progression.

Images

Reflection

Hunter's Reflection

This project was the first level I created as part of a solo Game Jam specifically for level designers, hosted by Epic Games. We had one week to complete a level and implement at least one feature that exceeded the capabilities of the Stack-O-Bot Kit.

 

I spent the first two days designing a level set in a giant kitchen with oversized appliances, but I quickly realized I wasn’t passionate about the concept and scrapped it on the third day. I then sketched out an idea for floating islands, eventually drawing inspiration from Ancient Greek architecture and blending it with futuristic elements to create a unique aesthetic.

Over the following days, I blocked out the level, designed jumping puzzles, and on day six, developed a large ruin-like structure housing a complex puzzle room—adding gameplay not typically found in the Stack-O-Bot Kit.

This project reinforced my ability to work effectively under tight deadlines and pressure, a skill I honed during my time in the Marine Corps.

 

Download Link

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