Star Wars – Kamino
My final year project at ESMA Montpellier
About Kamino
- Inspired by Uncharted / Star wars OUTLAWS
- The player must infiltrate the base and retrieve a genetic terminal.
- Software: Unreal engine 5.2
- Active Period: Nov 2024 – Jun 2025
Task
- Design and build level blockout
- Blueprint Scripting and gameplay events
- Lighting
- Cinematic
Overview
Flow chart
Level design section
Port Area
- The goal was to design a hub-like area, but the first iteration felt too cluttered.
- Some strong ideas emerged — especially the use of verticality to add depth, and the idea of transforming the space into a combat zone when the player backtracks.
Platformer 1
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Early version: unclear objectives, simple stealth, and underused space.
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Iteration: refined with stronger references and a new “Half-Moon Approach” inspired by Elden Ring.
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The curved layout improves flow and encourages full exploration.
Vista point – arrival
Tower – Platformer
Platforming challenge: It introduces a vertical traversal element, adding variety to the gameplay.
Vista point – Tower
- Clear Objective: Its height and lighting make it a natural focal point, helping the player intuitively understand where to go.
- Vista Point: Once at the top, players are rewarded with a panoramic view, reinforcing a sense of progression and scale.
Hangar – Overview
- Gameplay loop: reach the tower, press a button, grab crate to progress.
- Raised the tower for better visibility and player orientation.
- Refined the loop for smoother pacing.
- Added a moving crate mechanic to enhance traversal.
Navigation
- I envisioned the hangar as an outpost, where the player’s objective is to exit from the top.
- To enhance gameplay variety, I designed multiple approaches for the player to navigate the space.
Training – Overview
- Inspired by The Clone Wars, designed a large training area with dynamic modules
- Early version felt empty and lacked clear purpose.
- Players often rushed through, skipping encounters and interactions.
Navigation
- Added a force field to stop direct rushing
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Placed two buttons on opposite sides, creating a Z-shaped route.
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Encourages exploration and better engagement with the layout.
Lab- Overview
The laboratory zone was designed as the hub of the level.
- It’s circular shape naturally influenced the player’s path, which I structured in a half-moon pattern to encourage full use of the available space.
Pre production
Moodboard
- Main reference: Kamino map from Battlefront II — large, open spaces for battlefield gameplay.
- Extra refs: Battlefront (PS2), The Clone Wars (S3 Ep1–2, S6 Ep3).
- Takeaway: Kamino’s scale is inspiring but tricky to balance in level design.
Modular kit
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Built entirely in UE5 using the Modeling Tool.
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Focused on showing asset creation within the workflow, not final visual.
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Iterated the modular kit and added unique assets for areas like the lab and port.
