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Level design: Abandoned Castle (Blockout/Greybox)
To make the level natural, I collected references (schemes too) of different castles including Kaer Morhen and watched tons of videos about castle architecture.

To make the level natural, I collected references (schemes too) of different castles including Kaer Morhen and watched tons of videos about castle architecture.

Before/After the redesign of the level. "Vista on the Landmark" area.

Before/After "The courtyard".

Before/After "The Citadel courtyard".

Before/After "The Citadel".

To improve the player's experience I created several "wow moments" that give different emotions.

To make the level more interesting & increase the sense of scale I added side activity with a reward.

I used Environmental Storytelling to tell a story of this place & motivate players to explore.

To fake the size of the level I added areas that look like gameplay areas but the player will not be able to explore them.

Level design: Abandoned Castle (Blockout/Greybox)

-Level design project
-Unity
-Width 80m X Length 90m X Height 80m
-Developed in 5 weeks
-Real-time lighting
I intended to create a 3rd person exploration-based adventure in the middle-age fantasy setting of The Witcher series. It is a blockout with an emphasis on faking the real size of the level and environmental storytelling & narrative. The level was redesigned to improve player experience and for better achievement of goals set.

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