Level Design scene made in UE4 | 2018
Fact Vs. Fun:
Sometimes authenticity gets sacrificed for fun in games. In this case, I went against some of the research done to keep the scene a little more surreal and fun to explore. The first sacrifice I made came with the guard rooms, cutting down the number of rooms needed to defend such a structure. Using that space to create more varied areas for the players to indulge themselves in, such as the dining commons, storage and supply areas. Later, I added a crown to the keep, an unnecessary addition in terms of being authentic, but it added a nice sense of scale.
Trimming The Fat:
Originally, I allowed the player to walk through the keep's ramparts. This extra space created many redundancies and felt unnecessary. Knowing this, I limited access to areas such as the ramparts, kitchen and king's chamber. By doing so, I allowed for a rise in visual storytelling, keeping population fresh and meaningful at all times.