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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

lighting.png
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.

space.png

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

Screenshot 2025-08-06 155050.png
IMG_20241205_143648-Alden.webp

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

reference-Alden.webp
HousePlan-Alden.webp
scripting-Alden.webp

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.

scare1.webp

Basement

scare2.webp

First Floor

scare3.webp

2nd Floor

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