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level design i

This first level design project features a level I created for the universe of The Evil Within. The assignment was to create a puzzle environment and lead the player through it making clever use of visual design. Most of the assets used in this project are from the Unity Asset Store.


View the full progress of the project here!

Quick Overview

the project in facts

Solo Project
role: all

Project Runtime
1.5 month

Software Used
maya, unity

design

The level has a very straightforward design and is not too big. It features a long and narrow hallway with an exit at the far end; however, when the player approaches the exit, they will trigger a trap that blocks their way out. The player has to solve the puzzles in the two siderooms to disable the trap, and find the key to be able to leave the claustrophobic environment.

blockout

The blockout of the level features a similar design to the sketches, though I made a couple of adjustments for convenience, the most notable one being the doors to the siderooms being situated at the same height in the hallway. The room on the left is a patient room with three beds, a desk, and a closet; the room on the right is more of a storage / work room, containing lockers and crates, and a device with strange colored tubes.

level layout

Due to time restrictions, I was unable to fully create my own assets for this project. I have instead used preexisting assets to create the environment, staying true to the general atmosphere and aesthetics from primarily The Evil Within 1.

lighting & finishing touches

On the right, you can see screenshots of the level with added lighting and post processing. For the assignment we didn't have to code the puzzles to be fully functional, but I managed to make it as playable as possible with my limited coding knowledge. The spikes trap in the main hallway is activated when the player walks too close to the exit, and if the player succeeds at the puzzles, the trap will vanish back into the ground.


The room on the left features several hints for a numeral code, which has to be typed in to a pad on the desk. The closet at the far left of the room has four stripes on it; the collectible next to it has a number five in the corner; the ceiling light in the room shines on the number board of the middle bed, which is a three; and the number pad itself has a blood splatter on the nine, meaning it has been used before. The code is 4539.


The second room features colored tubes which can be changed with the push of a button. On the other side of the room, hints can be found for the correct color order; a collectible shows dark blue ink, a paint splatter shows the color purple, and there is a light blue light flickering in the corner. The correct color order is dark blue, purple, and light blue.

reflection

This project has taught me how to correctly implement assets, as well as using different assets together and making the big picture look like one and the same game. It also gave me another opportunity to work with lighting and post processing, this time in the context of guiding the player through an environment. It was very interesting to put the puzzles together and make sure the player has enough visual cues to be able to solve the puzzles with.

design

blockout

level layout

lighting & finishing touches