Mitsuki Corp.
A Level Design Demo
Duration: 9 weeks
Completed By: May 2026
Engine: Unreal Engine 5
Mitsuki Corp. is an entry-level project featuring assets built through brush editing, static meshes, Unreal Marketplace props, lighting, emissive materials, and post-processing techniques.
Criteria:
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Critical path time between 90-180 seconds
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Players must traverse at least three character heights above and below their starting position
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Project must present content in accordance with the theme "Deconstructed". That theme can be expressed mechanically, aesthetically, or narratively.
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Teach, train, and test the player with exactly two non-primitive mechanics that are required to be used multiple times to complete the level
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One skill based mechanic (requires timing/precision for effective use)
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One movement based mechanic (modifies the player's location or ability to navigate through the space
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Have at least three checkpoints (including the start)
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At least 45 seconds of walkable space that indicates new content to the player
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There must be a visual portal that depicts/reveals future gameplay and justifies the current context of play
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Build gameplay using the Unreal Engine Character and Controller classes as a base and expanding on that
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No more than one persistent level in addition to the main menu
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Consistent implementation of relevant and thematic sound effects (SFX) and ambient background music (BGM).
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Create all required UI (main menu, pause menu, dynamic on-screen HUD)
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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 polished experience.





