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The Mitsuki Corporation

9 weeks

Duration:

Date Completed:

May, 2026

"The Mitsuki Corporation" is an entry-level project incorporating assets built using brush editing, static meshes, Unreal Marketplace props, lighting, emissions, and level design best practices.


The assignment criteria:

  • Critical path time between 90-180 seconds

  • Players must traverse at least three character heights above and below their starting position

  • Project must present content in accordance with the theme "Deconstructed". That theme can be expressed mechanically, aesthetically, or narratively.

  • Teach, train, and test the player with exactly two non-primitive mechanics that are required to be used multiple times to complete the level

    • One skill based mechanic (requires timing/precision for effective use)

    • One movement based mechanic (modifies the player's location or ability to navigate through the space

  • Have at least three checkpoints (including the start)

  • At least 45 seconds of walkable space that indicates new content to the player 

  • There must be a visual portal that depicts/reveals future gameplay and justifies the current context of play

  • Build gameplay using the Unreal Engine Character and Controller classes as a base and expanding on that

  • No more than one persistent level in addition to the main menu

  • Consistent implementation of relevant and thematic sound effects (SFX) and ambient background music (BGM).

  • Create all required UI (main menu, pause menu, dynamic on-screen HUD)

  • Must have a gameplay-contextualized navigating NPC



Week 1: Initial Map and LDD Construction

A level design document including all written contexts and a map that reflects a capacity to meet the expectations of the project described above.



Week 2: Greybox

A blockout addressing architecture and furniture with consideration for Line-of-Sight, scale, and pacing, representing the previously submitted document's intentions.


Week 4: Mechanical Implementation

Prototype gameplay implementing all expected mechanics and systems at a functional level, facilitating progression, and incorporating non-debug UI.


Week 6: Asset Population

Populated and properly decorated space including architecture, furniture, trim, clutter. UI, and audio.


Week 8: Lighting

A refined lighting solution for the space with audio, polished population, and full thematic framing.


Week 9: Polish

A packaged shipping build of a highly polished experience.


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