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Echoes of the Lost Conclave

A Soulslike diorama level: deep underground in a remote region, a hidden cult captures the world's forgotten people for sacrificial rituals. Storyline, level design and construction.

Level DesignLevel ArtUE5SoulslikeDiorama

Role

Level Designer / Level Artist

Engine

UE5

Team

Team project

Duration

May 2024

Background

The story of Echoes of the Lost Conclave unfolds deep underground in a remote region. In this secluded place hides a mysterious cult, capturing forgotten humans from around the world to perform secret sacrificial rituals.

The level consists of six exploration areas: Jail, Execution Ground, Cemetery, Endless Maze, Altar, and Sanctum of the Celestial Arrival. I designed the layout of the entire level; due to time constraints, the Jail and Execution Ground sections were fully built.

Entrance to the cult's underground sanctum
Entrance to the cult's sanctum, deep underground
Level overview of six exploration areas, with Jail and Execution Ground built
Level overview: six exploration areas on the concept map, with Jail and Execution Ground as the sections I fully built

My Responsibilities

  • Storyline and level concept design
  • Blockout and construction (Jail and Execution Ground)
  • Unreal Blueprint scripting and asset replacement
  • Terrain/environment design and lighting

Level Structure

Jail: a three-layer vertical structure

  • Top level: solitary cells where the player begins their journey
  • Middle level: multiple shared cells holding groups of prisoners
  • Bottom level: the isolation chamber — initially inaccessible; players must first complete the Cemetery section to unlock access via a prisoner transport tunnel

Execution Ground: diorama construction method

To build the intricate boxed-garden structure, I followed these steps:

  1. Defined the main sub-scenes: living room, temporary prison, bath, cathedral
  2. Established key landmarks: the viewpoint and the executioner's apparatus
  3. Designed the spatial relationships and layout between Scene 1 and Scene 2
  4. Developed a linear exploration flow for the player using a module map
Soulslike diorama design for Jail vertical layers and Execution Ground boxed garden
Soulslike diorama design: Jail as a three-layer vertical structure, and the boxed-garden method used to lay out the Execution Ground
Finished top-down of the Execution Ground across three layers with player routes
Finished top-down and player flow: main and side routes across Layer 01–03, with vertical connections between floors

Spatial Proportions & Player Emotion

Beyond basic functionality, I used wider doors, larger rooms and narrow corridors to hint at the oppressive madness of the beings who built this place, enhancing the eerie, surreal atmosphere. Corridor length and height map to emotional targets: low, wide crouching spaces create anxiety; high, narrow 1:1 spaces keep a normal rhythm; public hubs stay comfortable and open.

Spatial proportion studies mapping corridor length and height to player emotion
Spatial proportions: length and height mapped to emotion — crouch-height anxiety, 1:1 rhythm, and open public hubs

Lock & Key Design and Player Flow

The level draws on Metroidvania principles, using a lock-and-key mechanic to create non-linear exploration. Players frequently encounter doors they cannot open, or areas they can see but not reach — hooks that spark curiosity. Each time a new mechanic or key is unlocked, players recall those unreachable places and return with wonder and satisfaction. This is implemented through one-way doors, key doors and a pedal elevator, with distinct main-quest and side-quest routes.

Main and side player routes with Unreal Blueprints for one-way door, key door and pedal elevator
Player flow and lock-and-key: main vs. side routes, with Unreal Blueprints for the one-way door, key door and pedal elevator

Level Loop

Inspired by Irithyll of the Boreal Valley in Dark Souls III, the level features segmented, looping spaces: each segment leads back to a central "campfire" (save room) where players restock before continuing. The prison campfire forms a comfort zone; as players venture further from it, they are drawn into deeper, more mysterious areas. Combined with a vertical courtyard structure whose exploration path descends, the design reinforces immersion and the pull of the unknown.

Level loop from living room through church spaces returning to the prison campfire
Level loop: a segmented circuit from the Living Room through the church, always pulling back to the prison campfire

Results

Final environment shots compared with whitebox blockouts
Final environment versus whitebox: vertical courtyard, fogged approach and interior spaces
Jail interior with central campfire
Jail interior: the central campfire (save point)
Distant towers shrouded in fog
Distant towers shrouded in fog
  • TBD