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Level design: The Mansion (Blockout/Greybox)
The first step is to find inspiring references. “Exterior” includes references for the exterior part of the level from the real house. “Interior” includes references to an interior of the same and other houses.

The first step is to find inspiring references. “Exterior” includes references for the exterior part of the level from the real house. “Interior” includes references to an interior of the same and other houses.

My design has passed several iterations. During this process, I am trying to leave my work for some time to take a more fresh look after and ask for feedback. However, I set a deadline for my projects not to fall into the circle of endless iterations.

My design has passed several iterations. During this process, I am trying to leave my work for some time to take a more fresh look after and ask for feedback. However, I set a deadline for my projects not to fall into the circle of endless iterations.

I wanted to create a level with an emphasis on exploration. To encourage the exploration, I designed the core gameplay of the level as the “puzzles” where the players must find solutions to the problems.

There are many interactive objects for the players to use. They make the level more realistic and interesting for exploration.

The player can find a small piece of the lore that enhances environment storytelling, makes the level more interesting for exploration and brings a deeper sense.

In the end, I wanted to increase dynamics and bring opposite feelings (calmness changes to fear) to players using the alarm. I was worried that players would not understand but playtests showed that thanks to the core mechanic “find and press” is clear.

To make the search for hints intuitive and more realistic I am hinting the way to the player using light, different geometry (arches) and affordances (red lights on the door).

In the beginning, I am showing the player mechanics (closed doors can be opened using keys, different interactive objects) to explain to him the rules of the game.

Using the environment I tell a story of this place to players. It makes the level more interesting and increases immersion.

Using the environment I tell a story of this place to players. It makes the level more interesting and increases immersion.

I wanted to highlight the importance of the house, so I used framing to draw the player's attention. Also, it is a nice scene to look at.

I wanted to highlight the importance of the house, so I used framing to draw the player's attention. Also, it is a nice scene to look at.

I used art as a filler, so players will not have a feeling of emptiness. Moreover, the dynamics of the level are slow due to exploration-based gameplay and hence players will have an aesthetic pleasure.

I used art as a filler, so players will not have a feeling of emptiness. Moreover, the dynamics of the level are slow due to exploration-based gameplay and hence players will have an aesthetic pleasure.

Level design: The Mansion (Blockout/Greybox)

-Level design project 

-Unity 

-Width 60m x Length 118m 

-Mixed lighting 

-Developed in 4 weeks
I intended to create a 3rd person exploration-based adventure in the setting of a house in modernist architecture style during construction works somewhere in the mountains. It is a blockout with an emphasis on building light (navigation, zonation, art). 50% of the gameplay light is environment light. Inspired by the Night Call from Hitman 2.

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