Platform: Windows PC
Engine: Unreal Engine 5
Language: Blueprints
Tools Used: Unity Engine, Hansoft, Perforce, Miro
Duration: 2 months FTE
Completion: To be released
Role: Level Design, Technical Design, Narrative Design
Overview:
Samsara is a souls-like developed by game studio and Unreal Authorised Training Centre Infinity27. During my time with I27 I was immersed in full scale game production being taught the intricacies of level design (from block-out to art and lighting) alongside thoughtfully complex narrative design (creating an accompanying quest, NPC's, and dialogue).
Achieving success with my training I was contracted to complete the level design and integrate it into the main development branch of the project.
Project Design Challenges:
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Inspired by Tibetan Buddhist concepts of suffering, rebirth and the cycle of Samsara. I was given the brief to create a moral dilemma within this setting through the development of both a level and its narrative.
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I set out to design a vertically layered cave environment alongside a quest centred around a starving Preta and a settlement of Tiriyags. The project explored how level design and narrative can work together to change the player's understanding of a situation.
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The intended emotional progression was:
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Desire to Help → Righteousness → Regret → Duḥkha
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Level Screenshots

Here the player hears the cries of the Preta - coaxing them to enter.

The warm light and distinct entrance encourages players to the narrative encounter with the Preta named Tseringwa.

The return path leads the player back to the start of the level in classic souls-like fashion.

Here the player hears the cries of the Preta - coaxing them to enter.
Gameplay Video
Miro Board

Dialogue Flowchart

Dialogue Flowchart

Work in progress kept in Miro for Senior designers to review

Dialogue Flowchart
Samsara - Design Story
Level Design · Narrative Design · Quest Design · Unreal Engine 5
2 month FTE
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Case Study Question: How can the level encourage players to make an apparently compassionate decision before challenging their assumptions?
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Level Design​
I designed the cave around player agency, spatial discovery and emotional pacing. Rather than following a single linear path, sections provide opportunities to explore, take alternative routes and approach encounters differently. These branches ultimately reconnect, allowing players to make meaningful choices without losing the intended progression.
Exploration is rewarded with unique loot, narrative moments and alternative approaches, while shortcuts allow players to make calculated risk-versus-reward decisions.
Designing for Player Choice
One encounter demonstrates this approach shortly after the player enters the deeper cave. An opening containing a lantern and spear is deliberately positioned to attract attention, while environmental clues such as a dead body and arrows can warn observant players of an impending ambush.
The player can respond by:
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Engaging the Tiriyag directly
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Taking the high ground to gain a tactical advantage
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Exploring a platforming route to bypass the encounter
This allowed me to use level geometry as a form of player choice, rather than relying on dialogue prompts or explicit branching.
I also incorporated shortcuts that trade risk for progression. In one example, the player can accept fall damage to bypass a combat encounter entirely.
Building a Mental Map
The cave makes extensive use of vertical space, with players repeatedly crossing familiar areas at different elevations. I anticipated that this could cause disorientation, so I designed the opening to establish a mental map before asking players to navigate the space.
The level begins from a high vantage point, allowing players to survey the environment and identify major landmarks before descending.
The central frozen waterfall became the primary landmark. It is visible from most major areas and provides a consistent spatial reference as players move through the vertically layered cave.
This created an intentional relationship between orientation and confusion. During intense encounters, the interconnected spaces can make the environment feel uncertain and contribute to tension. During quieter moments, the landmarks allow players to stop, reorient themselves and regain their understanding of the space.
Playtesting demonstrated that players could still struggle with navigation, leading me to strengthen the use of landmarks rather than simplifying the underlying level structure.
Guiding Without Restricting
I wanted to guide players without relying on explicit navigation markers, using leading lines, lighting, environmental openings and sightlines instead.
In the main cavern, rock formations and God Rays direct attention towards the boss room. The arena can be seen across a large vista, giving players a clear long-term destination while leaving them to decide how they reach it.
The vista also serves a narrative purpose. Its scale and beauty initially create the impression that the Tiriyags have found an almost idyllic refuge. This perception is later challenged when the player discovers the reality of their circumstances.
Spatial Storytelling
I used environmental interactions to make progression feel like a consequence of the physical space.
For example, the player can push a pillar into a mechanism, causing part of the structure to collapse and opening a shortcut. Rather than functioning like a conventional door, the interaction physically changes the environment.
The destruction also reinforces the player's growing sense that they are intruding somewhere they were not meant to be.
The level's visual composition similarly controls emotional pacing. Earlier spaces use warmer blue tones, stable forms and narrowing spaces to gradually build tension. The wider cavern shifts towards harsher blues, diagonal forms and expansive vistas, creating a stronger sense of coldness and uncertainty. Later, warmer tones and a sense of safety precede a more direct and mournful return journey.
Narrative Design
Designing an Unreliable Perspective
The central quest, “Feed the Starved,” begins with an intentionally incomplete account of the situation.
The player first encounters Tseringwa, a starving Preta who claims that the Tiriyags are hoarding food while they suffer. Tseringwa therefore acts as an unreliable narrator, encouraging the player to form an initial assumption:
Tseringwa is starving → the Tiriyags have food → the Tiriyags are withholding it → I should take the food.
The quest title reinforces this interpretation, allowing the player to initially feel that they are undertaking a righteous act.
I designed this deliberately because I wanted the moral dilemma to emerge from the player's own assumptions and actions, rather than presenting them with an obviously ambiguous choice from the beginning.
Reframing the Player's Perspective
The player's understanding begins to change as they enter the Tiriyag settlement.
The first indication is the gate. The player must break through the settlement's defences, establishing that they have physically invaded the Tiriyags' home. Their hostility can therefore be understood as defending their settlement rather than simply behaving as enemies.
A branching route then leads towards an infirmary-like area, revealing that many Tiriyags are suffering from illness brought on by Viratdeha's perpetually frozen landscape.
Finally, the player encounters an infirm, non-hostile Tiriyag who reacts with fear. From their perspective, the player is an attacker who has destroyed their defences and killed many of their remaining capable fighters.
The player is therefore not simply told that they misunderstood the situation.
They experience evidence that their actions have consequences.
The narrative shifts from:
“I am helping the starving.”
to:
“Who am I helping, and what am I taking from someone else to do it?”
Choice, Consequence & Mercy
After discovering the Tiriyags' circumstances, the player must decide how much food to take:
A little. A lot. Or all of it.
The choice becomes more significant because the player now understands what those supplies mean to the Tiriyags.
However, the dilemma does not end there.
Regardless of how much food the player brings back, Tseringwa remains hungry. As a Preta, their suffering cannot simply be resolved by satisfying their immediate desire.
The player is then given the choice of whether to end Tseringwa's suffering through a mercy killing.
This creates two connected moral questions:
“How much am I willing to take to help someone?”
and later:
“What does mercy mean when helping cannot end their suffering?”
Rather than providing a definitive answer, the quest allows the player to decide what they believe is justified.
Narrative Implementation & Playtesting
I developed the quest initially as a low-fidelity flow in Miro, which I then expanded into a full dialogue flowchart following approval from the senior designer.
I designed the dialogue alongside the flow, incorporating dialogue-system keys and implementation notes so the narrative could be translated into the game.
Playtesting also revealed an unexpected edge case: players could bypass Tseringwa's introduction, enter the Tiriyag settlement first, and approach them carrying the quest food.
I created a unique dialogue state for this situation, with Tseringwa immediately demanding the food they could smell.
Interestingly, this changed the player's emotional response. Without the original introduction, players could experience more direct pity towards Tseringwa rather than the initial feeling of righteousness.
The test also demonstrated that the environmental storytelling was working independently. Even players who skipped Tseringwa's introduction could understand that they had intruded somewhere they were not welcome, through the destroyed gate and the Tiriyags' reactions.
This reinforced my approach to narrative design:
The intended story should guide the player, but the design should still communicate when the player chooses to deviate from it.
Reflection
Samsara taught me to approach level and narrative design as interconnected systems.
The level determines where the player goes, what they see and how they navigate, while the narrative determines what that information means and how their understanding changes.
By combining alternative routes, environmental storytelling, visual composition, player choice and reactive dialogue, I aimed to make the player's changing understanding of the world itself part of the gameplay experience.
The project ultimately shifted my perspective on narrative design from simply writing what happens to designing what the player knows, when they learn it, and how that knowledge changes the way they interpret their actions.
Additional Documents
LoFi Map

Critical Path
1 - Cave opening, the player can walk past hearing the cries of Preta in area 2
2 - In this small offshoot cave the withered Preta can be found curled up covered in rags, high above an opening is covered in dead branches and icicles (this opens from area 12)
3 - A light platforming section raises the elevation progresively towards the back of this cavern towards area 4
4 - Around the corner await ambushing Tyriags, on the northen wall from them arrows can be seen shot into the walls indicating the ambush presence. This ambush can be dealt with in 3 ways, climbing up and over to the opening to get behind the ambushers (4a), or taking the path around (5).
5 - this narrow walkway over a pit past the ambushers directs the players eye directly to area 6
6 - This is the palisade gate that blocks the way to the main camp through which a combat encounter exists for the player to overcome
7 - through a birth canal area the game directs the players view to the dominant of the scene the ice falls (area 10), this platform is raised from the floor of the main atrium about halfway to the ceiling simultaneously giving the player view over the area they are to travers whilst also leaving the player in awe of the giant dominant. The beauty of which evokes the idea that the Tyriags here have it good (whereas they are really just hiding in a cave that happens to look nice, the large ceilings and openings in the roof in fact worsen their odds against temperature)
8 - The main atrium for the cavern which hosts tents and fire pits where Tyrigs hope to keep warm
9 - Offshoot caverns fingers that serve a multitude of funtions
- Giving the player somewhere to explore
- Rewarding the player with health items
- These areas are set dressed to appear as sleeping areas with bedrolls, notes on the floor - can be used to deliver story to the player
- An area within is an infirmary of sorts where the old and the sick are taken care of (it is empty however)
10 - The Climax of combat for the level takes place behind the giant ice falls high above the caverns lowest floor, where the tribe leader fights the player
11 - this area is the Tyriag horde, within the player will find the quest food as well as cowering elderly and sick Tyriags that move away from the player on approach
12 - moving through the horde the player exits onto a bridge-esqe platform that overlooks the cave so they might reflect on their actions, further on a (return) tunnel drops the player back to area 2 to complete the quest by conversing with the Preta
Narrative Design Doc
Story Summary
A desperate plea for food unravels into grave moral choices as the player discovers that both charity and theft carry dire consequences.
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Hook
The player exploring nearby is able to hear audible crying from outside a cave. Upon investigation discovers a withered Preta curled up on the ground, covered in loose rags trying to stay warm.
This Preta doesn't attack the player like most but rather keeps to themselves not acknowledging the players presence. This should intrigue the player to approach where they can then be spoken to.
The player learns from the preta that they are hungry and experiencing great suffering, they've seen a group of Tyriags hoarding all the food, taking and stashing it in their encampment further into the cave.
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Ending
The quest can end in 3 major ways:
The player doesn’t bring food to the Preta
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They will never learn of its insatiable need and can progress other areas of the game
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The quest will remain available to complete if the player returns, having changed their mind
The player brings food to the Preta
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Upon feeding it the Preta with food they will request more - incapable of ever being sated
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What is mercy for the Preta:
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The player will be given the option in dialogue to end the Preta's suffering by killing it
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The player must choose what to do
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They could attempt to find more food / perhaps taking more from the stash
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They can mercifully kill the Preta to end its suffering and move it forward in the cycle of Samsara
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Design Goals
Moral Dilemma
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Is it right to steal from those who have plenty to give to those who do not
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Upon feeding the Preta with food they will request more - incapable of ever being sated.
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The player will be confronted with the choice to end the Preta's suffering by killing it.
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What is morally right:
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Killing a suffering creature with no hope of recovering?
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Leaving it to suffer and die of its own accord?
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Does the player have the right to decide what mercy is?
Player Motivations & Emotional Journey
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Doing the 'right' thing - attempting to distribute food to those who need it
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Create fairness through this 'robin hood' activity
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A more uncompassionate play style may see the potential loot within the dungeon as their reward
Emotions:
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Righteousness - distributing food in a ‘robin hood-esque’ adventure
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Regret - upon learning the Tyriags were hoarding food to care for their elderly and ill
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Duḥkha - suffering, unease - anxiety driven in the player through having to make such difficult decisions. Having previously thought they were being righteous and just only to be shown they were ignorant of the wider circumstance, how will they respond to being given yet another choice of such magnitude. Is it 'right' for them to decide what mercy is?
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Characters
Character Name - Tseringwa
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Character Summary: A starving preta bitter and resentful of the hoarding tiryags, requests the aid of the player to find them food. Their insatiable hunger makes this an impossible task however.
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Backstory: Having wandered the barren landscapes of Viratdeha unable to find food they came across a cave to take refuge in. Weak and weary they were unable to muster the strength to explore further in and made rest in a small corner of the entrance to the cavern. Each day they would see a tribe of Tyriags leave from further in the cave only to return with food more than they should need. Knowing it was them who had cleared the local area of all bounty, they grew bitter and resentful only to never be able to act on those feelings due to how weak they had grown.
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Motivations: Their innate insatiable hunger as a Preta
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Character Arc: They start off as desperate and weak begging the player for help in finding food, upon receiving this aid where the player would expect a change in their character they simply remain suffering with insatiable hunger. This shifts the character arc onto the players psychology, as they must come to terms with what they have had to do in order to aid this Preta, now seeing no change in their circumstance.
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Character Traits:
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Hunger
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Weakness
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Desperation
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Suffering
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Bitterness
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Resentful
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Duḥkha
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Relationships:
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None
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Character Name - Zopa
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Character Summary: An infirm Tiryiag who resides within the cave, they are but one of many within their tribe struggling to hold on in the harsh conditions of Viratdeha
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Backstory: Their tribe resides within the cave that the level takes place in seeking any shelter from the devastating blizzard outside. Their tribe gathers as much food as they can from the surrounding environment to care for him and others like him.
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Motivations: Survival, self defense
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Character Arc: They start off afraid of the player character, as to reach him you must tear your way through their camp, depending on dialogue (if the player accuses them of hoarding resources) they will rebuke the player, informing them of the dire state of their tribes sick and elderly. This hopes to drive the core themes of Duḥkha within the quest. Knowing their situation however they dont resort to violence against the player who would have already defeated their chief instead simply requesting they leave food for what's left of the tribe.
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Character Traits:
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Weakness
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Desperation
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Suffering
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Duḥkha
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Relationships:
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Gratitude to the tribe
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