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The player wakes up from the confines of a cryo pod with no memory of who or where they are. They journey through different worlds collecting clues from their past.
The game was initially envisioned as an open-world first-person shooter and was developed into a linear first-person shooter with light puzzle-solving elements.
Platform: PC
Genre: First-Person Shooter
Game Engine: Unreal Engine 4
Role: Level Designer, Systems Designer, Gameplay Designer
Team Size: 5
Timeframe: 4 Months
Level Design and Blockouts
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Once the development of the movement mechanics was completed, the focus shifted to the actual level content, using level design principles like leading lines, lights, and contrasting materials to guide the player towards points of interest and the overall level objective.
Finally, asset integration enabled the use of different materials, broken/distressed parts of the environment, and flickering lights to guide the player through the level, while adding to the overall ambiance and feel of the game.

The level design process started with metrics tests to determine the heights of walls and rooms. The player has the ability for advanced movement allowing for variation in the paths they can follow to reach the level objective.
After the metrics tests, level prototypes were made to guide the player through the double jump and dash mechanics using the IPM (Introduce Practice Master) format.