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PERIL CRAB
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UE editor level overview UE editor overhead boss room Master map all icons Photoshop annotated map
Unreal Engine · Level Design · University

Peril Crab

A 2D top-down Doom-like shooter where the job was pure level design: a semi-non-linear cross-shaped level, seven enemy types introduced with escalating difficulty, and switch-and-door gating that rewards exploration.

Type
University Assignment
Module
GAME30510
Engine
Unreal Engine
Year
2024
Focus
Level Design
Map Layers
0
Unreal Engine Blueprint Level Design Enhanced Input Piskel Photoshop Enemy AI Game Design
Final Grade 0%
0
Enemy Types
0
Weapons
0
Map Overlays
0
Final Grade
Overview

What is Peril Crab?

Peril Crab is a 2D top-down Doom-like shooter built on a shared group framework at Staffordshire University (GAME30510 — Games Design Foundations, Level 3, 2023/24). The game was pre-built — a fixed framework with hard-coded parameters — and the assignment was to design a compelling level within it.

NomNom's role was entirely design-focused: building the level inside Unreal Engine by placing enemies, items, checkpoints, doors, switches, and boss skull triggers. There was no game code to write — the challenge was purely spatial design, enemy pacing, player flow, and documentation.

UE editor level overview // UE editor — cross-shaped level, enemy placements

The deliverables covered every layer of the level: annotated design maps (environment, collectables, doors/switches, enemies, spawn triggers, critical path, explorer's path), detailed enemy diagrams with stats and attack patterns, a Quick Point Table comparing all seven enemy types, player weapon sheets, and full input mapping designs — including an optional controller implementation.

Gameplay Video
Peril Crab Gameplay thumbnail Watch on YouTube

// Peril GDF Gameplay — Staffordshire University assignment submission

Level Design

Layout & Flow

The level uses a cross/plus-shaped layout — a branching dungeon-like structure built on dark tile floors with green slime/acid pools in open areas. The shape naturally creates multiple routes through the same space, supporting a semi-non-linear experience without requiring complex branching logic from the framework.

Master map all icons // Master map — all overlays: enemies, items, doors, paths

The design philosophy was that boss rooms escalate in difficulty as the player progresses — new enemy types are introduced progressively so the player has time to learn attack patterns before more dangerous variants appear. Boss room spawn counts were tuned down after initial testing revealed they were too punishing.

Switches gate certain rooms: some doors require a numbered switch to be pressed first, and blue switches require the blue key to be held. This forces the player to explore the level thoroughly rather than running straight for the exit.

UE editor overhead boss // UE editor overhead — boss room spawn tuning
// ANNOTATED DESIGN MAPS — SCROLL TO EXPLORE
Enemy Roster

Seven Enemy Types

Each enemy type was fully documented — behaviour states (idle, movement, attack), stat values, and tactical notes on how they interact with the player. Enemies are introduced progressively as the player moves deeper into the level.

Bars = Quick Point Table rating (1–7)
Snipper enemy // Snipper — very fast melee flanker

Snipper

Flanker

HP: 20 · SPD: 6 · DMG: −5 HP · Flanker

Very fast melee flanker. Tiny target — difficult to shoot. Uses claws for a quick bite attack. Miniature version of the Grenade Crab aesthetically, but completely different in behaviour.

Health
1
Damage
2
Speed
6
Range
3
Grenade Crab enemy // Grenade Crab — harassing Supporter

Grenade Crab

Supporter

HP: 80 · SPD: 4 · DMG: −20 HP · Supporter

Throws pink orb goo that splats into a slow-field on the floor. Also lobs grenades at a distance. Runs away from the player when approached — designed as a harassing Supporter type.

Health
5
Damage
5
Speed
4
Range
5
Gun Crab enemy // Gun Crab — most dangerous enemy

Gun Crab

Flanker/Supporter

HP: 200 · SPD: 7 · DMG: −20 HP/orb · Flanker/Supporter

Most dangerous enemy. Fires 3 blue orbs in rapid succession — travel is linear but unpredictable directionally. Can also throw grenades. Runs away from close range. Longest sight range in the roster.

Health
6
Damage
7
Speed
7
Range
7
Eye enemy // Eye — versatile ranged enemy

Eye

Flanker/Supporter

HP: 80 · SPD: 5 · DMG: −20 HP · Flanker/Supporter

Versatile ranged enemy that shoots fast orbs. Can spawn a shield that nullifies incoming player bullets — the Eye can shoot through its own shield. Falls back to create space when the player gets close.

Health
5
Damage
6
Speed
5
Range
6
Eye Guard enemy // Eye Guard — ranged sentinel

Eye Guard

Supporter/Tank

HP: 250 · SPD: 5 · DMG: −10 HP · Supporter/Tank

Three-eyed boss-tier variant of the Eye. Heals nearby damaged allies at +5 HP per second via a linking beam. Cannot spawn a shield unlike regular Eyes. High health pool makes it a priority target.

Health
7
Damage
4
Speed
5
Range
6
Skull Guy enemy // Skull Guy — slow melee flanker

Skull Guy

Flanker

HP: 70 · SPD: 2 · DMG: −10 HP · Flanker

Slow melee flanker that idles in a T-pose. Leaps at the player from distance, or attacks directly in close range. Large model scale that obstructs the player's view — good crowd-blocker despite low stats.

Health
4
Damage
3
Speed
2
Range
2
Zombie enemy // Zombie — melee grunt

Zobombie

Flanker

HP: Low · SPD: 1 · DMG: −5/−20 HP · Flanker

Slowest and weakest enemy in the roster. Acts as early-game cannon fodder to teach the player basic combat. Occasionally triggers a heavier explosive hit — the only surprise in an otherwise predictable enemy.

Health
2
Damage
1
Speed
1
Range
1

Quick Point Table

The Quick Point Table scores each enemy 1–7 across Health, Damage, Speed, and Range — a design reference tool for balancing encounters and weapon effectiveness. Ratings where multiple enemies share a value reflect matching underlying stats.

EnemyHealthDamageSpeedRange
Snipper12 (−5 HP)63
Grenade Crab55 (−20 HP)45
Gun Crab67 (−20 HP ×3)77
Eye56 (−20 HP)56
Eye Guard74 (−10 HP)56
Skull Guy43 (−10 HP)22
Zobombie21 (−5/−20 HP)11
Arsenal

Player Weapons

Four weapons are available in the level, each placed in specific locations — some gated behind keys or switches — to reward thorough exploration over rushing the critical path.

Trigun weapon

Trigun

Uses Trigun Shells

Plasma Rifle // Plasma Rifle — mid-tier rapid fire

Plasma Rifle

Uses Plasma Ammo

Grenade Launcher // Grenade Launcher — area denial weapon

Grenade Launcher

Uses GL Rounds

Challenges & Lessons

Designing Within a Framework

Working with a hard-coded framework meant that some intended design ideas couldn't be realised — if a system wasn't part of the framework, it simply wasn't available. Designing around these constraints required understanding exactly what the framework supported before committing to any layout idea.

Key insightThe pre-built framework lacked optional collectibles, which removed the exploration element entirely. This is what pushed the design toward switch-and-door gating — the only mechanism available to reward players who deviate from the critical path.

Boss room difficulty was a recurring calibration challenge. Initial spawn counts caused rooms to be overwhelming — enemies couldn't be engaged individually because new ones spawned faster than the player could clear. Lowering spawn counts gave the player breathing room without making rooms trivial.

The Eye enemy's shield mechanic — where it could shoot through its own shield but player bullets couldn't — required careful placement in the level. Rooms where Eyes could use their shield in open spaces were far more dangerous than corridor fights, so shield-capable enemies were positioned with intent.

Milestones

Trophies Earned

First ClassAwarded 85% — First Class for the module
CrossroadsDesigned a semi-non-linear cross-shaped level with multiple exploration paths
Full RosterSeven distinct enemy types placed with escalating difficulty through the level
Balance PassBoss room difficulty tuned — initial spawn counts were too high and were reduced
CartographerFull annotated map suite produced: environment, enemies, items, doors, spawn triggers, critical and explorer paths
DocumentedEnemy diagrams, Quick Point Table, and weapon sheets produced for all enemies and weapons
Controller ReadyOptional controller implementation delivered using UE's Enhanced Input system
GatekeeperSwitches and doors designed to gate access and reward exploration over rushing