06 79 55 18 93 lucas.clmb.34@gmail.com

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

Infiltrate the base

Bypass the guards

Activate the lift

Deactivate the force field

Bypass the lift

Recover the genetic terminal

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

  • Early version: unclear objectives, simple stealth, and underused space.

  • Iteration: refined with stronger references and a new Half-Moon Approach inspired by Elden Ring.

  • The curved layout improves flow and encourages full exploration.

Vista point – arrival

  • Upon arrival, the vista point at the spawn provides the player with a global view of their main objectives:

    • The Tower (first objective)

    • The Ventilation Grid (second objective)

    • The Hangar (Third objective)

    • The Scientific Room (final objective)

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

 

  • Placed two buttons on opposite sides, creating a Z-shaped route.

 

  • 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.

Highlighting the Objective

  • A unique “Weenie” asset was placed to draw attention to the objective, making it instantly recognizable.

  • The player must continue their infiltration to reach and retrieve the genetic terminal.

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

  • Built entirely in UE5 using the Modeling Tool.

  • Focused on showing asset creation within the workflow, not final visual.

 

  • Iterated the modular kit and added unique assets for areas like the lab and port.