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ROLE

Level Designer

INSPIRATION

Resident Evil 4

ENGINE

Unreal Engine 5

TOOLS

Miro

ABANDONED PRISON

[This project is still WIP, check back later]

 

My work has often been inspired by survival horror titles such as Dead Space, Resident Evil, Alan Wake and The Last of Us. My aim with this project was to craft a survival horror level using a set list of requirements including gameplay mechanics and 3C-constraints that can not be adjusted. Even though this was a personal project with me having control over those features, my goal was to at least simulate an actual development environment where levels must be designed to play well with a fixed set of constraints.

Gathering references

Collecting a first round of references to decide on the general mood and atmosphere of the level. Primarily looking at games of the same genre, I was able to take away some key characteristics that most follow. The abandoned, gritty and dark atmosphere can be contrasted with the use of light especially to guide players and help navigation.

Vegetation overgrowth is also often a key aspect to communicate the dilapidated conditions of a location. Lighting is limited to where it is strictly needed. Large rooms are mostly filled with clutter, making going from A to B not possible in a straight line.

Desired level flow

In order to open the exit and leave the prison, players are presented with the solution immediately upon entering the level: the controls to the exit inside the prison guard's office. The control panel will not be powered, a problem the player now has to look to solve.

 

Looking around the room, a set of cables should be easily visible leading into the control panel and out of the room. Following the cables will lead to a number of combat encounters and end at an electrical switch, which will turn the power back on to the facility. All transitions between different phases and areas will happen through one-way drops that the player cannot climb back up.

With the power now back on, the control panel is now active. However, the lights in the facility have also turned on, making all enemies aware of the player. This will lead into a horde encounter while walking back to the control room.

Paper design

Coming up with the simplest version of the layout is next. This first iteration is meant to roughly represent the position of entries, exits, interactables and special encounters in relation to each other.

Scripting encounters and events

With this first iteration blocked out in-engine, the next step is to script the required events and interactions in so that playtesting a prototype is possible early on.

This includes scripting a dynamic button that can be connected to different types of objects and activate them, along with a door that will open when all of it's conditions are met.

Using the ALS template for the Unreal Engine, I also have access to blueprints for doors that can be forced open and objects that can be pushed aside to create openings. These are especially useful to soft-lock the player in an area until all enemies are defeated since going through the transition animation leaves one vulnerable to attacks.

Lighting, layering and atmosphere

Minimal but precise lighting primarily used to highlight important navigational or story elements. Since the location is an abandoned prison facility, adding foliage overgrowth can help communicate the dilapidated conditions even further.

Using dense atmospheric fog we can limit the maximum visibility of the player, further strengthening the sense of unease and making each movement more deliberate and careful. The fog will also help any lit areas stand out more.

Design techniques

[WIP]

Leading lines

Objects placed before the exit form lines that converge on and lead towards the exit. This helps lead the player's attention and eyes especially at first glance upon entering the room, allowing for quicker navigation.

Funnel into a reveal shot

[WIP]

Closing thoughts

[WIP]

Level Designer
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