THE WITCHER 3: WILD HUNT MOD

Designing a Witcher Level Around Lore, Guidance & Gwent

Designing a Witcher Level Around Lore, Guidance & Gwent

A custom REDkit level combining environmental storytelling, exploration, combat and quest design while staying connected to the existing Witcher world.

A custom REDkit level combining environmental storytelling, exploration, combat and quest design while staying connected to the existing Witcher world.

Role:

Level & Quest
Designer

Role:

Level & Quest
Designer

Engine:

REDkit

Engine:

REDkit

Focus:

Player Guidance

Focus:

Player Guidance

Project:

University

Project:

University

Showcase

A Glimpse Into My Design Process

A Glimpse Into My Design Process

A collection of development footage showing parts of my REDkit workflow, from shaping and texturing the environment to vegetation, points of interest and gameplay testing.

A collection of development footage showing parts of my REDkit workflow, from shaping and texturing the environment to vegetation, points of interest and gameplay testing.

Created in 2024 as a university project, this work reflects an earlier stage of my design process and an important step in developing my approach to level design, player guidance and environmental storytelling.

Created in 2024 as a university project, this work reflects an earlier stage of my design process and an important step in developing my approach to level design, player guidance and environmental storytelling.

The Design Goal

Build a Place that feels like it belongs in The Witcher

Build a Place that feels like it belongs in The Witcher

The Goal was not only to build attractive terrain. The level had to communicate direction, support exploration and connect its encounters to an existing world and lore.

The Goal was not only to build attractive terrain. The level had to communicate direction, support exploration and connect its encounters to an existing world and lore.

The environment guides the player trough landmarks, terrain elevation, readable paths and points of interest instead of relying only on explicit markers.

The environment guides the player trough landmarks, terrain elevation, readable paths and points of interest instead of relying only on explicit markers.

Workflow

From a Rough Terrain to a Playable Space

From a Rough Terrain to a Playable Space

The world was built to feel recognisably Witcher at first glance, using familiar terrain, vegetation and architecture. But throughout the level, strange details begin to break those expectations: sausages and cheese grow like crops, mirrors appear in the forest and oversized Gwent cards are scattered across the landscape.

The world was built to feel recognisably Witcher at first glance, using familiar terrain, vegetation and architecture. But throughout the level, strange details begin to break those expectations: sausages and cheese grow like crops, mirrors appear in the forest and oversized Gwent cards are scattered across the landscape.

The level takes place inside a pocket dimension created through a magical mirror connected to Gaunter O'Dimm. Here, the fictional inventor of Gwent can reshape reality and use the world as a playground to experiment with his game in physical form.

The level takes place inside a pocket dimension created through a magical mirror connected to Gaunter O'Dimm. Here, the fictional inventor of Gwent can reshape reality and use the world as a playground to experiment with his game in physical form.

Player Guidance

Landmarks as Navigation Beacons

Landmarks as Navigation Beacons

I used tall towers as points of interest that remain visible from many parts of the level. The closest tower acts as the first clear destination and gives the player a constant sense of direction while exploring.

I used tall towers as points of interest that remain visible from many parts of the level. The closest tower acts as the first clear destination and gives the player a constant sense of direction while exploring.

If the player takes the optional path at the first junction, the curved route eventually turns their view back toward the tower. This naturally reminds them of their main destination without using an explicit objective marker.

If the player takes the optional path at the first junction, the curved route eventually turns their view back toward the tower. This naturally reminds them of their main destination without using an explicit objective marker.

Quest/Narrative/Level Design

Visual Planning for Level & Quest Design

Visual Planning for Level & Quest Design

I used Miro to organize the level layout, quest flow, narrative ideas and Gwent concepts in one visual space. Instead of creating a long design document, I wanted the structure and connections between ideas to be understandable at a glance.

I used Miro to organize the level layout, quest flow, narrative ideas and Gwent concepts in one visual space. Instead of creating a long design document, I wanted the structure and connections between ideas to be understandable at a glance.

The board was also built as a presentation tool for my professor, making it easier to explain the project step by step, discuss decisions and iterate without relying on pages of documentation.

The board was also built as a presentation tool for my professor, making it easier to explain the project step by step, discuss decisions and iterate without relying on pages of documentation.

Level Walktrough

REDkit 2024 Leveldesign

REDkit 2024 Leveldesign

A collection of development footage showing parts of my REDkit workflow, from shaping and texturing the environment to vegetation, points of interest and gameplay testing.

A collection of development footage showing parts of my REDkit workflow, from shaping and texturing the environment to vegetation, points of interest and gameplay testing.

Created in 2024 as a university project, this work reflects an earlier stage of my design process and an important step in developing my approach to level design, player guidance and environmental storytelling.

Created in 2024 as a university project, this work reflects an earlier stage of my design process and an important step in developing my approach to level design, player guidance and environmental storytelling.

Disclaimer

Disclaimer

This is an unofficial, non-commercial fan project created using The Witcher 3 REDkit, CD PROJEKT RED's official modding tool for The Witcher 3: Wild Hunt.

The Witcher 3: Wild Hunt, REDkit, related trademarks, game assets and other proprietary materials belong to CD PROJEKT RED and/or their respective rights holders. The original level design, quest concepts and modifications presented here were created by me as part of a university project.

This project is not affiliated with, approved by or endorsed by CD PROJEKT RED. The project and accompanying videos are presented solely for educational and portfolio purposes and are not sold or distributed commercially.

This is an unofficial, non-commercial fan project created using The Witcher 3 REDkit, CD PROJEKT RED's official modding tool for The Witcher 3: Wild Hunt.

The Witcher 3: Wild Hunt, REDkit, related trademarks, game assets and other proprietary materials belong to CD PROJEKT RED and/or their respective rights holders. The original level design, quest concepts and modifications presented here were created by me as part of a university project.

This project is not affiliated with, approved by or endorsed by CD PROJEKT RED. The project and accompanying videos are presented solely for educational and portfolio purposes and are not sold or distributed commercially.

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