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2nd Year Semester One University Module

  • What I learnt

In this module I was encouraged to expand my knowledge of game psychology in the context of creating engaging playing experiences utilizing affordances and signifiers to guide the player using points of interest. For example I used footprint decals at the start to guide the player through the snowstorm towards the tunnel which was their primary objective. I focused on keeping players interested by utilizing paced combat encounters. During this time I was also developing my understanding of techniques such as goal and objective based missions, game scripting and game balancing.

  • What I was aiming for

I was aiming in this mission to create a horror type experience that fits the narrative as opposed to purely just action throughout. I had plans to implement a heartbeat scanner mechanic so during the snowy track section you'd pickup signatures on your device only for them to disappear as quick as they flashed up.
 

I wanted the reveal of the enemies to be meaningful. Since it's later on in the mission, I was notified through playtest feedback that my mission builds suspense for the player by giving the user an opportunity to get comfortable with the controls. It also slowly introduces the player to game mechanics like collectables and weapon pickups as to not overload the player.

  • What could've gone better?

I'm still building upon this project to make it better than what was originally submitted in v.1.0 but the main issues that still standout to me are:

  • Lighting - It's too over exposed in areas.

  • Optimisation - I could split the aboveground and underground into two separate maps and load them in and out during the lift sequence and better optimise some VFX

  • AI NavMesh Pathing - AI on the spiral stairs seems to get stuck in a traffic jam at times.

  • Communication center message upload task

  • More unique mechanics that fit the narrative such as that heartbeat scanner previously mentioned.​​

  • Inspirations and why?

My main inspiration for this level was from Halo 3 during the mission where the parasitic alien enemies (The Flood) are first introduced to the player. I break down the beats of this level in the first few slides of my pre-production but mainly I drew inspirations for my own level such as the thematic introduction of the enemies to the player and also giving the player the grim fact that they're stuck far underground in a facility with these creatures due to your only mode of escape being destroyed (the lift) as it had came crashing down moments before.

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  • What I made

    • Design Documentation

    • The Snowy Iceland level

    • Spider Egg 

    • Lift Sequence

    • Automatic Door

    • Keypad Door

    • Keypad UI Widget

    • Level Design

    • Lootable Modular Draws

    • Encounter Triggers with Pacing

    • Mission Objective Update Triggers

    • Scripted Cutscenes

    • Set Dressing Elements

    • Storytelling and Narrative Design

MISSION DESIGN
GRADE 95.8% A

FINISHED PROJECT

DESIGN DOCUMENTATION

BEFORE & AFTER PHOTOS

BEAUTY SHOTS

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