
Overview & Role
Ubisoft NEXT is a two-phase level design competition. Phase 1: MDD writing. Phase 2 (qualifiers only): 3D blockout production. This project covers the full pipeline — from design documentation to hands-on blockout in UE5.6, with systematic playtest cycles informing each iteration.
Challenge
Phase 2 came with strict scale constraints. I had to compress an ideal layout, which initially resulted in unclear player flow and fragmented spaces — pacing dragged, spaces had no sense of direction.
Playtest Feedback & Iteration
Iterations were driven by two independent feedback sources — Ubisoft Toronto's studio-level review, and my own playtest data organized using Heavy / Medium / Light intensity standards (based on comparable game session length). Over 2.5 months and ~2 major iterations, the fragmented layout was rebuilt into a cohesive player journey with clearer sightlines, puzzle pacing anchors, and navigation through environment rather than UI.
Player Journey
2F (transitional) → 3F (compressed/tactical) → 1F (open atrium) → B1 (utility/claustrophobic) → 1F (final approach) → Entry Gate Three pathways — Stealth / Aggressive / Hybrid — all coexist with mid-run switching supported.
Puzzle Reuse
Three elements (fans, key/code locks, power supply) appear in multiple locations, combined differently each time. Same mechanic, different context — keeps players engaged without introducing new tutorial burden.
































