Logo of Ubisoft Toronto Next, with the word "next" in large white lowercase letters, and a colorful arrow design. The background is black.

Everyone Loves

Marine world

I placed 2nd in the Ubisoft Toronto NEXT Level Design Competition 2026. This project is a re-imagining of Marineland as a compact stealth map with recognizable landmarks, clear routes, and many small decisions that the player can strategize and act on as they outsmart enemies.

Role: Level Designer

Project length: Sep 8, 2025 - Feb 11, 2026

Tools: Unreal Engine, Illustrator, Blueprints

Game: Ubisoft Toronto NEXT Competition - Level Design

Placement: 2nd Place Finalist

Screenshot from a video game show Arctice Cave showcasing a sci-fi scene with two characters fighting in a dimly lit, industrial setting, with one character wielding a lightsaber.

Aquarium final area showdown

What I wanted to achieve with the level

I wanted to build a stealth level where players observe, strategically build a plan, then act on it, even if that plan changes mid-run.

Design intentions

  • Support multiple playstyles and paths

  • Keep the map feeling realistic, linear, and readable, with clear landmarks and quick decision loops

  • Deliver memorable traversal payoff using the Sky Drop tower as a set piece

How I wanted to achieve it

I built the level around “choice moments” and made sure each beat had at least two valid answers.

My approach

  • Bake options into the main beats (front gate, theatre, aquarium), so routes are not “bonus paths”, they are real solutions

  • Use readability tools to guide players without UI hand-holding (leading lines, cables, sightline breaks, hard locks)

  • Teach a new mechanic in a safe space, then re-use it later under pressure (Dry Ice fog)

A line graph showing the progression through levels of difficulty. The x-axis lists levels from 'Infitrate Front Gate' to 'Loading Dock Extraction,' and the y-axis indicates increasing 'Level of Difficulty.' The line rises overall with some fluctuations, reaching the highest point at 'Secure Storage Key' and slightly decreasing afterward.

Flow Chart of Beats

design Constraints

While initially, these constraints revealed in phase 2 made me alter large sections of the level, these rules actually helped the mission become sharper and more intentional.

  • The challenge required a linear stealth action-adventure level with traversal challenges, light hostile presence, and a required lock-and-key

  • Phase 2 limits forced smarter layout choices: 12 AI cap and a condensed play space

Comparison of an old and new layout of a recreational or amusement park, showing changes made to structures, pathways, and landscaping, with a legend and directions.

Page from the phase 2 change list, showcasing the map changes as I scaled the level down by half the original size

Process

Phase 1: Mission Design Document

I started by reading the instructions for constraints and “must-haves” (lock-and-key, traversal, multiple solutions), then brainstormed grounded real-world locations. Marineland clicked because it naturally gives you big landmarks, and I had a personal connection to it, growing up reading many whale books and attending Marineland.

I learned Illustrator during the competition, and found that tracing patrol loops with my finger on the screen helped me find routes that were both readable and interesting while also helping me plan obstacles and barriers.

Midpoint check-in

They gave me the Unreal project, and I started to block out the level as I turn this from 2D to 3D. I used the check-in to validate three things: whether the theatre stands were readable and open, if the fountain and pathing helped guide players in the outside area, and if the elevator could be used clearly to convey the sky drop ride.

Phase 2: Playable blockout

When I moved into Unreal, I had to tighten the scope fast: shrink the footprint, reduce enemy count, and clean up areas that were cluttered or hard to read. This is where most of my playtesting occurred, where I would find that things that I thought were obvious to me were not communicated well to the player. Iteration became my friend as I would pump out new versions to playtest daily.

Map of an Arctic adventure-themed attraction with various numbered points of interest, pathways, ride areas, and instructions for visitors.

Walkthrough of the level from my phase 1 mission design document.

What changed and why

1) Exterior readability and guidance

Problem: the outside space felt too open, and objectives were easy to drift past.
Change: condensed building scale, added key in fountain objective, and used cables/leading lines to connect related interactions.
Result: players had stronger direction without losing freedom.

2) Theatre clarity and stealth options

Problem: the theatre space was cluttered and hard to parse.
Change: restructured to be less congested, improved sightlines/obstacles, added dry ice fog
Result: cleaner pathing, better scouting, and can learn the dry ice mechanic

3) Better Sky Drop Payoff

Problem: riding the tower up was functional but not exciting.
Feedback: “Tower is boring for something so special looking.”
Change: turned it into a sequenced event where it breaks halfway, forcing a climb with a real traversal finish.
Result: the tower became a memorable story beat, not just an elevator

Before After

Sequenced event where the sky drop breaks down halfway up and the player must scale up the side of the burning ride

New Ingredient: Dry Ice Fog Canister

I added dry ice because I wanted a stealth tool that fit the location and solved a real problem in my layout: Arctic Cave had tight patrols and long sightlines, but not enough natural cover. Dry ice already exists as show fog in the park, so turning it into a throwable obscurant felt grounded, not “gamey.”

Design intent

  • Create temporary cover where there is none, so players can make their own lanes through cameras and patrols.

  • Keep it non-spammy: limited charges, short-lived effect, planning over brute force.

Teach, then test

  • Teach: Theatre Stand, a safer closed space with two enemies. I give two canisters: one “free try,” one for a deliberate plan through the encounter.

  • Test: Aquarium near the manifest, where players already understand the tool and can choose better deployments. Playtests showed the area was too spacious and the fog felt weak, so I moved it earlier and increased the radius, density, and duration.

Blueprint implementation

  • BP_DryIcePickup: mirrors the ammo pickup pattern, collects, hides mesh, updates UI.

  • BP_DryIceDeploy: spawns smoke, enables an overlap volume, and triggers AI response events. I also disable the collider when the item is “empty” so it cannot affect enemies.

  • AI reaction: when inside the fog, guards lose player tracking and sight range is effectively removed, then restored on exit.

A scene at King Walrus' Theatre showing two armed characters on steps inside a modern building, with white lighting and blue-tiled walls.
Node-based visual script interface with blocks related to triggering and controlling a dry ice event using collision, delay, and disable functions.

Blueprint of deploying dry ice for player

Screenshot of a visual scripting interface used in game development, showing interconnected nodes for setting and getting game parameters related to player targeting and enemy detection.

Blueprint of dry ice effect for enemies when entering collider

Playtesting

I ran structured playtests with specific questions around ammo balance, readability, enemy path clarity, objective confusion, and route choices.

My workflow:

  1. Collect feedback

  2. Sort into “can act on” vs “cannot act on”

  3. Prioritize by effort vs impact

  4. Patch, then retest

A digital 3D rendering of an enclosed outdoor space with white tiled walls, a curved ramp, and minimalistic furniture. There is a lamppost, a small block on the floor, a door with a handle, and a staircase with a white railing. The scene has a cityscape background with skyscrapers.

Playtesters had trouble following button connections. I used cables and leading lines to guide players.

A humanoid robot stands on a snowy terrain near a white wall, with instructions for an Arctic Cave challenge and a ladder overhead.

On the broken down sky drop roller coaster, players must make a far jump to the ladder to climb to the top.

Designing Multiple Routes

A humanoid robot kneeling with its head bowed, on a rooftop at night, overlooking a cityscape with modern buildings. Text overlays indicate the location as King Walrus' Theatre and display game stats of dry ice: 0 and ammo: 3.

Entrance ladder to top roof

In a video game environment, two characters are engaged in a combat scene inside a modern building with a swimming pool. One character is in the foreground, aiming a weapon, while the other is approaching in the distance. The heads-up display shows weapon ammo as three bullets.

Castle roof in theatre

A robot standing in front of an open elevator door with a black object in hand inside a game environment. The screen shows 'MISSION COMPLETED' and a message about the sky drop and aquarium.

Sky Drop to truck

In a virtual video game environment, a humanoid robot crouches behind cover in a modern, industrial-style indoor setting with tiled walls and structures, displaying game-related statistics such as dry ice and ammo.

Vent side quest

What I learned

  • Constraints are not a limiter; they are a design tool. The AI cap and space limits forced me to cut “filler” and keep only meaningful guards and cameras.

  • Playtest early. Even if it is not fully done, get new eyes on sections as soon as possible to test readability and enjoyment.

  • Teaching a new mechanic (dry ice) needs a deliberate “teach → test → challenge” plan. I got close, but I would structure it even earlier next time.

  • A big landmark must earn its screen time. Turning the tower into a traversal sequence was the single highest-impact change.

A detailed architectural model of a modern facility with multiple buildings, green spaces, and a central tower with a flame at the top.