Death Stranding: Chiral Journey

January 2025

For this project, I set out to create a level based on Death Stranding, featuring stealth and terrain traversal mechanics, and utilizing assets extracted with Decima Explorer.

Death Stranding
  • Developed in 4 weeks
  • Death Stranding Assets
  • Scripted Events
  • Lighting & Atmosphere
  • Tools: Unreal Engine, Blender

Pre-Production

Reference

References

I typically began my process by gathering source materials. It's something I could revisit at any time during the project to make sure I'm not deviating too far from my initial idea.

My reference library primarily consisted of gameplay scenes from the original game, focusing mainly on the terrain to capture its atmosphere.

terrain

Terrain :

I initially created the landscape in Gaea. Once satisfied with the layout, I imported it into Unreal Engine and began my level design process.

Blockouts

Image one
Image two
During the blockout phase, I always experiment with my designs, because at this stage the level is easy to modify. I keep the blockout minimal to facilitate quick iterations and early playtesting of dimensions.

Map Overview

Map

Walkthrough

Start:

Players start on a safe environment with a clear view of the playspace, allowing them to familiarize themselves with the controls.

Stealth Area:

A change of pace from the earlier section, this area focuses on stealth. Players must navigate through enemy territory to progress.

Navigation:

The area is significantly larger than previous ones, allowing players to practice and experiment with the mechanics. With reduced combat, the focus shifts to environmental navigation.

Zipline:

A change of pace from earlier sections, this area provides a moment of respite after the challenges of the previous area.

Blender

Blender

I used Death Stranding models extracted using Decima Explorer and transferred them to Blender, where I edited the meshes and rigged the models.