Alden D'Almeida Level Design
The Victim Experience
This project was a small university project. The victim experience is not a game, it is more of a walkthrough, originally designed as a way to show off our group's assets. Further into the project I decided to practice my level designing skills and guide the player through the house.
Lighting
The lighting I used was quite dark, dull and even dirty. The lighting changes at the end of the level towards the bathroom to set it apart from everything else and give the player hope through cleaner much brighter lighting as well as indicating a termination/end of the level through contrast

Spatial Progression
The level uses a lot of narrow spaces to push the players to move past them quickly and open spaces to prompt them to explore around. The narrow spaces make the player uncomfortable as they can link it to the small space they were introduced to in the basement. I have kept ascending areas consistent for the linear pathway. If the player chooses to back track, they would descend.

My Role
The project was created with a team of 4. I was responsible for creating a level that the player was guided through. This meant discussing the layout with the team and making sure that it was consistent with the art direction. I was also responsible for creating a few assets and all the implementation in engine.
The Team
Pre production


Reference images: The whole team collected Reference pictures from games like: Soma, Phasmophobia, GTFO, The Forest and low poly asset packs. They were then used to influence art assets and the design of the level



Greybox / Blockout
After discussing with the team, I started blocking out the level with basic shapes, adding in assets through development and lighting/post processing through polish. I used basic shapes in Unity to get the idea across and slowly added details/assets to allow for change according to scope/constraints or shifts in the project vision.

Basement

First Floor

2nd Floor




