Level Design

DOMINIC  FONTAINE

DELIVERY

Level design: narrative map with an environmental story focus

Gameplay

Type

1st pers.

walking simulator

Layout Walkthrough

2.5 min

Production

Time

35 hrs

Collaborators

Solo project

Game engine 

Map editor

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CONSTRAINTS

- 2.5 min walkthrough

- Classic narrative structure

- Use as little text as possible

DESIGN  INTENTIONS

- Use thriller-like codes

- Use a mundane starting theme 

- Use a transforming environment

CHALLENGES

- Manage lighting tools

- Respect the duration objective

- Integrate a Deus ex machina event

 DELIVERY  is a 1st person narrative scene that takes the player on a tour through a changing environment. I was influenced by the thriller genre and the decorative assets of the Unreal Marketplace. My humorous and mundane starting theme gets stranger along the path, and takes on unexpected proportions throughout the story.

DESIGN​  SPECS

 ASSETS - For the level art of this project, I had to use free assets from the Unreal Market place. This was an interesting constraint that limited the visual possibilities of the scene, but it was also an inspiring requirement. The environmental and decorative 3D assets took the place of gameplay ingredients and they provide the mood of the locations.

TENSION I used visual elements of the thriller genre: half-open doors, dimmed lighting, a rundown and intriguing site, etc. Architecturally, I used shady stairs, narrow corridors, clogged windows, and a dark and fiery room to create tension and stress along the path.

ENVIRONMENTS 3 main locations bring a narrative transformation during the scene: the empty house, the dilapidated industrial site and the secret rooms. This gradual change from a banal to a fantasy place allows the narrative plot to rise, despite the minimal use of text or sound.