BattLE OF BALMOR CASTLE

Battle+Of+Balmore+Banner.jpg
 
 
 
Blueprints
UE4
Windows
 

I had the opportunity to contribute to the development of "Battle of Balmor Castle," an action role-playing game that tells a spooky, mysterious story through dialogue, cut-scenes, and environmental storytelling. The game was built using Unreal Engine 4 and Blueprints, and our team of four worked together to create engaging game mechanics, including cut-scenes, combat abilities, AI behaviors, and inventory systems.

My primary role was to design the levels for the game, and I poured my creativity into three distinct areas - "Cliff," "Castle," and "Dungeon."

The game was well-received by University lecturers and frequently demonstrated during open days for prospective and new students.

 
 
 

Level Design

  • “Cliff” is first the map that the player gets introduced to in “Battle of Balmor Castle”, it was directly inspired by “Caradhras”, the tallest and northernmost of the “Mountains of Moria” in “The Lord of the Rings”. It persists of snowy terrain, heavy falling snow, a graveyard, ancient castle walls, statues and a hidden entrance residing to the next level of the game.

 
 
  • Unlike “Cliff” this next level “Castle” was an imagination-driven piece that expanded the element of mystery and vastness. The level exposed the player to secret passages, ancient ruins, and wide spaces ideal for combat. Here, the player is introduced to their first boss battle.

 
 
  • The final level of “Battle of Balmor Castle” is an eerie, forsaken dungeon that is only available to the player after they fall through a pit. The idea behind this level was to expose the player to the final boss in a climatic manner. The level takes the previous concept of mystery and vastness and replaces them with horror and narrower paths. “Dungeon” sought inspiration from the “Dark Portal” in “Warcraft”.