Divinity: Original Sin 2 Map
Level Designer
As a personal project to show my love for narrative-driven roleplaying games, I designed a level mod for Divinity: Original Sin 2 using Divinity Engine 2. The level is a small open-world map with multiple paths and alternate approaches to progress. It features narrative, a puzzle and a combat encounter.
Individual Project
Divinity Engine 2
1 month
Overview
Enshrouded Isle
The enshrouded isle… Legend has it that an old pirate hid his treasure here. Many have come looking. None have returned. Perhaps I’ll be the lucky one?
Enshrouded Isle is a small open-world island level mod made for Divinity: Original Sin 2. This was a solo project I made on the side of my studies and I was responsible for narrative, level design, puzzle design, and combat.
Main Aspects of the Level
EXPLORATION
Puzzle
Combat
Narrative
Main Aspects of the Level
Exploration
I wanted to create a map that you can explore, with something around every corner and multiple ways to approach the area.
There are multiple branching paths in the level. There’s also an alternate, more hidden entrance to the maze that you can access if you find one of the lockpicks scattered around the island.
Puzzle
The level forms a simple puzzle and the player must find the right pieces to progress with multiple approaches, such as:
- The key to unlock the main gate of the maze
- A lockpick to enter through a side entrance
Combat
I implemented a combat encounter that is triggered when the player tries to get the treasure.
The player can get the key to open the treasure chest only after defeating the enemy.
PLANNING
Narrative Progression
- BEACH: Player arrives on the island. A book mentions hidden pirate treasure.
- FOREST: Player starts looking for the treasure but comes across dead bodies.
- MAZE: Player finds old ruins but the entrance gate is locked.
- DOCK: Player finds the key to the ruins at the dock.
- MAZE: Player enters the ruins and navigates around traps to a treasure chest.
- ENEMY: Before the player can open the chest, they are stopped by a mage and a combat encounter starts. When the player kills the mage, they get the key to open the chest.
- TWIST: The chest has no treasure.
- HOUSE: The player exits the ruins and enters the mage’s house, where they find out what happened to the treasure and get their reward.
Top-Down Map
Result
Learning Outcome
My main learning outcomes for this project were:
- Using a different game engine
- Creating a small open-world level with multiple approaches
- Designing a level for a roleplaying game
- How to convey narrative through level design
- 3D landscape sculpting
- Designing a level and a mission for an existing game