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Applied thesis · Biome case study

Maze Biome

Documentation and planning by Joelle Jahns; Unreal Engine level work by Ramon Rodriguez

Maze Biome environment in Unreal Engine

Design Approach

A deliberate rhythm of disorientation, landmark recognition and reorientation. 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, labyrinth planning, illustrated and simplified maps, points of interest and navigation concepts. I did not create the Unreal Engine environment shown in the team screenshot.

Research and Design

I used layered routes, monumental landmarks and maze-like transitions to explore what happens when navigation itself becomes a challenge. Research on cognitive load influenced how I balanced intended disorientation with opportunities for players to recognize landmarks and regain their bearings (Sweller, 2023; van Nooijen et al., 2024).

Project Media and Credits

Documentation and planning by Joelle Jahns; Unreal Engine level work by Ramon Rodriguez. 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.