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Horror game Prototype

This level was made for a prototype horror game made in approximatively two days.

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The prototype's goal was to isolate some key features of the thriller game genre and apply them.

  • Thriller Atmosphere

  • Keys and Locks mechanic

  • Fleeing is the objective of the game.

  • Game and Level prototype.

  • 2 days of development.

  • Unreal Engine 5.

  • Team of two experienced students, and two students learning the engine.

  • I was the Level Designer.

  • Greybox / Blocking.

  • Simple scripts to create the atmosphere.

Pre-production
References

I was the only level designer, so I had to make the entire level of the horror prototype.​

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After brainstorming the context of the game, I started looking for references.

The game is set in an abandoned metro station and is divided in two parts:

  • A normal but abandoned and scary metro station.

  • A labyrinth filled with triggers to create a stronger and scarier atmosphere.

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I started looking for references and created the level design of the game. The first half in Adobe Illustrator and the second one in Excel for the easy grid system.

Multiple references from different sources.

Drawings and Plans

I started planning out the first part of the level the normal but anxiety inducing metro station.

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I designed a metro station supposed to be out of order.

I started by creating a real metro station and thinking of a way to make it look like it should be closed off to public to start creating the atmosphere I wanted to put the player in.

So I added some broken lights, a between open grid door, and some broken tourniquets.

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I designed the maze on Excel using a special template I had already set-up for other level designs I had to work on. 
The grid system and the conditional formatting are good ways to create a rough sketch for some levels especially blocky and square environments.

The maze is separated in four distinct rooms, and this design was a good solution to easily let us create different levels of intensity in the thriller kind of gameplay.

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To create the maze, I started with delimiting the size of the room then creating a path (green cases), closing it with walls (black cases) around the paths then adding on fake paths around.

I then added locks (brown cases) and keys (gold cases).

To help the player navigate the maze I added some weenies (red points)

Top view of the metro station in Illustrator.

Top view of the labyrinth in Excel.

Blockout
Station

The station is the introduction of the game, with no real threat. It's just used to let the player explore and slowly build up the stress for the player with the environment: the flickering lights, the abandoned station, etc...

Maze

The maze was first built in four different rooms each created with geometry: I placed a large box inside using subtractive boxes carved the different paths in the bigger cube. Then all the rooms were assembled to form the big maze.

Level Flowchart

Enter the station

Pass the counters

Ride the subway

Enter the tunnel

Explore the maze

Search the infinite room

Explore the 2nd maze

Design Techniques
Build up

Using sharp turns, visual effects and objects to block the view of the player I'm able to slowly build up the expectations of the player as he has no idea of what is behind every sharp turn or at the end of rooms.

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Funnels and reveals

In many instances I reduce the movements and field of view of the player to force him to see something important at the end of the funnel.

(Metro counters, subway cars, beginning of the maze...)

Shape theory

While doing some research we learned that some shapes are better suited to create stress.

For example a square room is more relaxing than a circular one, so to serve better our game we created a huge circular room with no exits for the player to get lost in and see his stress build up.

Conclusion

This project helped me a lot in my level design education as I had to create a level for a genre of games I don't like playing.

I end up being happy with the results of the prototype, and I learned a lot about this genre I never play and it was a perfect occasion for me to learn about Unreal Engine 5 and showcase my level to gather some feedback with #Blocktober.

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Moreover this project was the one I used to create the template of my new level design portfolio, so I had to think of ways to share my intentions and processes for creating this level.

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