About The Level
The level was designed for multiple type of gameplay experiences with new and fresh takes on survival exploration.
By aiming for multipurposed
design was It possible to get more out of the level.
Summary
A game based around exploration and surviving different "Hours", each playing out differently, combining unique gameplay elements.
Inspired By
This game is heavily inspired by the survival game "Emily Wants To Play". I chose this game for it's perfect scope under my limited work time.
My Goal
My goal for this project was to make a replayable survival experience while also making full use of the level layout. By giving every room a purpose was it possible to achieve a flow that feel unique throughout even though the player is always in the same house. Achieved by,
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One level that is experienced in a plethora of ways without being repetitive. At different hours will the player rotate or walk through different rooms giving a new flow/experience or even a new goal for how to handle the layout per hour.
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Design the environment for the enemy and player to play around eachother. Having some rooms favor one type of enemy while they might suffer in another.
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Having a memorable layout so players find navigation clear.
Overview
Multiple detailed overviews will be used for showcasing every hours playthrough experience. Goes from hour 0 - 6. The level stays the same but plays differently everytime.
Hour 0 "Introduction"
Acting as a tutorial, no danger just pure exploration. While exploring the player will stumble across cinematic experiences setting up the mood and building tension.
While downstairs the player will come across a cinematic that encourage returning upstairs so they can exit the tutorial phase.
Hour 1 "First Enemy"
The first hour is introduces the first and most basic enemy. As the player approach this part of the game. Different parts of the house will prove more advantageus/disadvantageus for the player.
The red rooms in the overview are very chaotic making it harder to find the enemy, while the green area is more clean and safer.
Hour 2 "Second Enemy"
The second hour, a new enemy will be introduced. The main goal with this hour is to teach the importance of sound. When the enemy spawn it's the players goal to find a music box within a time limit. The house will basically be all red once it appear and the player need to search for the location. The green rooms are potential spawn locations while the red rooms are not.
Hour 3 "Third Enemy"
Plays quite a lot like the very first hour with a twist. A new enemy will spawn and this enemy react to the players actions. Making the level all around neutral while breaking previous rules.
Hour 4 "Freezing Event"
The 4th hour is designed to put all the previous hours of content into one challenge.
The goal is to keep the heat above freezing. This is achieved by removing monsters from heaters. Forcing the player towards keeping a constant flow of checking heater locations. While dealing with enemies.
The basement was included as a must check. Because previous hours the basement was mostly avoided.
Hour 5 "Fourth Enemy"
Now will the last enemy be introduced. This enemy takes the previous enemy concept and ignores it. You have to run from it. This hour was intended to feel like a boss before the finale.
Taking full advantage of the environment will be the key to outrunning the enemy at this hour.
Hour 6 "Hide n Seek"
Hide and seek, find 3 spirits while taking on all previous enemies.
When this hour is finished. you will unlock the ending. (rewarding the player with a cinematic experience).
How the level plays changes greatly based on what enemies currently active. Some enemies cover eachothers weakpoints, forcing the player towards adaptation. It's quite a mess but also greatly rewarding using the rooms to the players advantage.
Hour 6 flowchart: find spirits -> return upstairs(The last spirit can only be found after finding 2 upstairs) -> House starts burning -> return downstairs -> new pathway opens leading towards the ending.
Development Process
Design Thoughts
At base value of the design was player experience a priority. Always keeping in mind traversal, clarity and fluidity with the level going hand in hand with gameplay mechanics such as "enemies" or "doors". Beside goals too follow, creating an environment that felt alive and keeping a mysterious/empty theme throughout would prove important for the narrative of the level. Choices made to achieve such themes was placing props at inconvinient places, having shadows covering corridors and finally introducing the enemies with cinematic moments throughout the first exploration phase. This helps put together a sense of something is wrong and not putting the player in direct danger strengthining the mindgames.
Narrative & Level Design
The goal was to create a narrative heavy playthrough on top of the core survival experience. Adding further depth and reason for exploring.
Communication
One challenge that I brought upon myself guidance and communication towards the player. If not done right, this would prove to be a rather large annoyance factor at the more difficult parts of the game. It took a lot of effort to figure out what to do, but this how it was solved after theory crafting.
A painting exist at the entrance to the house, it will change for each stage of the game. Giving a hint towards what the current hour need the player to do. It is a guide technique rather than a tutorial or UI pop-up, strengthening the narrative and game experience. Felt better going this route.
The paintings never tell the player exactly what to do. This encourages theory crafting and taking the content shown into the levels layout to figure out where the hint leads.
Scripting
All the scripting was done together with the level. Creating necessary gameplay mechanics strengthening the experience and adding ways for communication towards the player.
* "If a door opens there might be something behind"
* "Lights suddenly turn off? clear response of danger"
As an example, Lightswitches was added in every room so if the player wants to know whats going they will unintentionally create a side mission taking refuge in the light.
This is further strengthened by the house being chaotic. Locating dangers will be much harder with a flashlight.
made with Unreal Engine.