I spent time just coming up with arenas, I added cover to them, elevation and all sorts of variables. The idea was to build the level inside of these boxes so that they can be shifted moved around and even reused. Theses arenas would be completely interchangeable with one another. This would really allow for quick prototyping and design.
The level proved to be too complicated. We all agreed that it was an awesome idea but it needed to be toned down. We wanted an intro that will instantly catch the players attention. We decided to tone it down a bit, after all we want a good strong intro that gets the player invested but also teaches them how to play. There is really no point in placing the player in a high stress scenario so early into the game.
UDK Level Design
The puzzle in this room would require the player to climb on the walls and avoid the moving pieces that would knock the player back into the quicksand. The room is completely sealed and would have required the player to find a key so they can escape the room. I had this room working somewhat effectively. I was able to create a quicksand volume out of a combination of a water and gravity volume.
World Building in UDK
Singleplayer levels and Early Work in Progress videos
Unfortunately this level was cut. Many of the assets in this level became outdated once the art style of the game was finalized. The layout of this level wasn't great however. If you watch the video below you can see a very rough block out of the level but as you might notice it wasn't executed properly, although the concept of the level was good.
Interior Minka House
In the clip below you can see a lot of placeholder pieces of art, weapons and etc. At this point in the games creation we were still getting things like coding and cover nodes nailed out. It looks pretty simplistic compared to where we're at now.