Role: Level​​​​​​​ Designer
Software: Unity

Walkthrough

As Level Designer for a team of 4 I formulated the level layout in it's entire. The level begins in an abandon laboratory that is overrun by humanoid monsters. Player's must evaded these monsters while trying to find keycards to unlock doors that lead them outside. When outside players follow a path towards the giant maze. The maze has several enemies, dead ends, and intricate designs which become more challenging as players travel deeper.
Lab sketch part 1
Lab sketch part 1
lab sketch part 2
lab sketch part 2
When sketching the laboratory segment, my goal was for the player to understand the basic mechanics and enemies they will face. After several revisions, I crafted a layout that best suits the flow of the game. The player beings at P-1, which represents a prison block, and immediately the player receives the first keycard, familiarizing them with the use and importance of keycards.
 To progress, the player must find a level 2 keycard, which requires navigating a vent system that introduces the crouch mechanic. Although not shown in the part 1 sketch, an enemy will be in the area that the player must avoid until they reach room S-2, where they can find an axe to use against an enemy in a controlled area. After this, the player must collect one final keycard, which will involve more maneuvering and combat challenges.
Sketching the outdoor segment was straightforward. The idea was lead the player to the maze while reinforcing the feeling of being trapped. By creating a direct path to the maze, I gave the player a clear indication that the maze is the next challenge.  
Easy Segment
Easy Segment
Medium Segment
Medium Segment
Hard Segment
Hard Segment
Divided the maze into 3 different segments easy, medium, and hard. The easy segment features few enemies, vents, and dead ends, allowing players familiarize themselves with their surroundings. Upon entering the medium segment, the player is given a safe area with no enemies. This segments introduces more enemies, vents that serve as shortcuts, and several dead ends. The hard segment ramps up the challenge with more enemies and dead ends, requiring the player to follow a specific path to reach the end.

Outdoor

overview

Overall i did well in setting up the flow of the level. Players can easily learn the mechanics and objectives without feeling overwhelmed or confused. Additionally, The environment was well executed using various assets. However, the lighting was a major issue - many areas were extremely dark, even though I intended the setting to feel abandoned.  My sketches also lacked detail and could be improved. I didn't communicate effectively with team members, which lead to some tasks not getting completed like the enemy ai and keycards.
To improve, I would correct the lighting to ensure players can see while maintaining the abandoned atmosphere. I'd also create more detailed sketches, including a hierarchy, clear outlines and a digital version. Lastly, I would improve communication with team members to stay updated on the progress of specific issues. 

Other work

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