Custom Shadow of Mordor Level

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Overview

Inspired by Shadow of Mordor and Shadow of War, this linear stealth-action level emphasizes player agency, verticality, and modular traversal.

Set in a volcanic mining complex, it blends multi-path encounters with parkour and climbing, offering varied pacing and spatial progression suited for mid-game play.

Summary

Name: Blackmaw Deep

Game Type: 3rd-person stealth-action  

Setting: Volcanic mining complex  

Game Engine: Unity

Style: Linear with layered traversal, stealth & combat  

Focus: Player agency, environmental storytelling, traversal variety

Blackmaw Deep - Level Concept

Level Structure

The level is composed of six major segments, each designed around a different pacing beats, environmental theme, and player challenge:

  1. Camp Entrance
  2. Inner Compound
  3. Hill-to-Mine Transition
  4. Mines
  5. Cavern & Lava Falls
  6. Fortress & Exit Cave

Blackmaw Deep - Start Area

Core Design Pillars

1. Multi-Route Design / Player Agency

The level supports multi-path progression throughout:

  • High-risk/high-reward routes with fewer enemies but more     platforming hazards
  • Low-risk/low-reward stealth     paths that     rely on timing, cover, and patrol evasion
  • Neutral routes that combine direct combat     with vertical traversal or soft stealth

2.Traversal Variety

Inspired by dynamic movement systems, traversal in this level includes:

  • Climbable surfaces (walls, vines, crates)
  • Balancing mechanics (tightropes, poles, bars)
  • Platforming elements (ledge jumps, pole hops)
  • Vaultable objects (vault over objects for dynamic     feel)

Blackmaw Deep - End Area

3.Pacing & Spatial Rhythm

The level intentionally alternates between tight, high-tension segments and open,low-intensity areas to create a rhythm of stress and relief. This maintains engagement and avoids sensory fatigue.

  • High-Tension Zones: Dense layouts, enemy     clusters, vertical challenges (e.g., Mines, Fortress)
  • Cooldown Zones: Open caverns, scenic routes,     traversal-focused sequences (e.g., Lava Falls, Cavern)

4.Environmental Storytelling & Landmarking

Each space communicates progress, narrative, and function visually:

  • Volcano in the backdrop from the start, reappearing as     a consistent macro landmark
  • Visual transitions between natural and artificial     spaces to suggest narrative progression (e.g., mine machinery, lava flow)
  • Use of Vista Points to     allow players to plan routes and reinforce spatial orientation

Start Area Concept

Camp Entrance

  • Objective: Introduce player to the level’s systemic possibilities without hand-holding.
  • Spatial Design: Semi-open area with layered verticality. The player begins on a raised vista, overlooking the enemy base and the mountain in the distance.
  • Key Design Techniques:
       
    • Line-of-sight (LOS) management: enemy watchtowers and patrols
    • Choice-based traversal: Balancing on poles vs. wall climbing
    • Landmarking: A visible ruined tower at the far end acts as a navigational anchor
  •  
  • Narrative Beat: The player is infiltrating the outer edge of a hostile faction’s territory, emphasis on stealth.
Start Area - Beginning
Start Area - Inside the Base Camp
Start Area - Open Camp

Start Area - Dense Camp

Inner Compound

  • Objective: Escalate complexity and test stealth mastery
  • Spatial Design: Clustered ruins, interlocking patrol routes, multiple vertical layers
  • Key Features:
       
    • Multiple traversal options (e.g., up through towers, under through crates)
    • High spatial density to increase pressure
    • Use of occlusion and cover objects (bushes, walls) to break sightlines
  • Level Flow:
       
    • Routes diverge and reconverge, allowing stealth or direct confrontation
    • Includes hidden vertical entry points into the next area (e.g., rooftop climb, underground crawlspace)
  •  
  • Narrative Beat: Player enters a deeper section of enemy-controlled space; a shift from reconnaissance to infiltration.

Start Area - Dense Camp Middle

Start Area - Mine Entrance

Hill-to-Mine Transition

  • Objective: Provide pacing cooldown while subtly shifting environmental tone
  • Design Goals:
       
    • Reduce combat encounters
    • Transition from open rocky hills into dark subterranean space
  •  
  • Key Design Techniques:
       
    • Environmental cues (rock color, lighting) signal transition
    • Enemies are more static and sparse
    • A guarded mine gate encourages alternate flanking through climbable rocks or an unguarded maintenance hole

Start Area - Less Dense Area

Mine and Cavern Area - Concept

The Mines

  • Objective: Challenge player spatial awareness and navigation skills
  • Spatial Design:
       
    • Highly vertical layout with six distinct height levels
    • Looped paths, multi-directional traversal, and multiple entry/exit points
  • Traversal Tools:
       
    • Ladders, poles, vaults, jumps, ramps
    • Platforming segments for shortcutting or avoiding patrols
  • Visual Goal Setting:
       
    • Final area always visible via diegetic visual language (e.g., colored banners, glow)
  • Narrative Beat: Deep within the enemy operation, the mechanical heart of the mine
Mine Area - Entrance
Mine Area - Middle
Mine Area - End

Falls Area - Concept

Cavern & Lava Falls

  • Objective: Provide visual and mechanical breathing room
  • Spatial Design: Wide-open volcanic cavern with lava lighting
  • Level Goals:
       
    • Let players explore without pressure
    • Showcase aesthetic contrast and scale
  • Mechanics:
       
    • Linear guided path disguised with visual exploration
    • False obvious paths blocked or guarded, reinforcing that "safe ≠ optimal"
    • Use of hanging ledges and pole traversal to bypass guarded areas
  •  
  • Narrative Beat: The player has descended into the heart of the volcano
Cavern Area - Entrance
Cavern Area - Middle
Falls Area - Entrance

Ruined Fortress Concept

Fortress & Exit Cave

  • Objective: Deliver final test of learned skills, close thematic loop
  • Design Approach:
       
    • Fortress layout mirrors the level’s opening area (camp), now more complex
    • Reuses familiar traversal challenges (e.g., ledges, poles, stealth chokepoints)
    • Enemy density high, but with clear flanking and elevated routes
  •  
  • Key Elements:
       
    • Two split paths across a lava river, left is higher and obstructed; right is tactical and stealth-oriented
    • Frequent path switching encourages observation and improvisation
    •  
  •  
  • Final Climb:
       
    • Ends with a vertical ascent through a tight corridor
    • Culminates in a Vista Reveal of lush green terrain, signaling narrative and mechanical transition
Ruined Fortress - Entrance
Ruined Fortress - Two Paths Decision
Ruined Fortress - End
End Area - Concept
End Area - Entrance
End Area - Exit

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