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Applied thesis · Biome case study

Cave Biome

Documentation and planning by Joelle Jahns; Unreal Engine level work by Nick Grumbley

Cave Biome environment in Unreal Engine

Design Approach

Changes in scale, enclosure and visual clarity support the intended emotional rhythm. My aim was to plan a place that tells players something through how it is arranged, not only through dialogue or objectives.

My Contributions

Level Design Document, cavern and tunnel planning, illustrated and simplified maps, environmental hazards and traversal concepts. I did not create the Unreal Engine environment shown in the team screenshot.

Research and Design

My design moves between tight tunnels and larger open caverns to shift the player’s sense of tension and spatial freedom. Research on game-task difficulty and cognitive load informed how I thought about moments of high navigation demand followed by clearer spaces to regroup (Seyderhelm & Blackmore, 2023; Sweller, 2023).

Project Media and Credits

Documentation and planning by Joelle Jahns; Unreal Engine level work by Nick Grumbley. Maps and documentation by Joelle Jahns. Mood-board imagery is used as design reference; the individual original creators still need verification and permission for public publication.

These are development-stage materials. Maps have internal names redacted; media ownership and studio approval must be confirmed before publishing.