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 playerÂ
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.











