SENIOR TEAM PROJECT


takowana county

Level designer | Game designer

In September 2018 I was brought on to Takowana County, a 3-semester student project, as the level designer. Gaining inspiration from other games like Firewatch, Miasmata, and Paratopic, we wanted to create a narrative heavy exploration game with a sprinkle of Lovecraftian horror. Utilizing a hub-and-spoke approach to the level, this resulted in a small forested peninsula with the player’s homebase, their cabin, in the center of five primary locations.

I was brought on during the last leg of the project and my main task was to make the level SMALLER. The original level had over 10 minutes of no-content walking. The level was too large for players, they would get lost, frustrated, and needed help through the game. It was also too large for the team’s art, design, and tech resources.

My initial whitebox cut that time down to 5 minutes, then I finalized the layout to create a walkthrough in 2.5 minutes. While keeping the integrity of the narrative, the level now guides players through the different beats of the story’s structure and amplifies the exploration the player can partake in.



The following is my process in designing this level.


STEP 1: LEVEL FLOW

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Because the game already had the mechanics, controller, and narrative arc I was able to begin the process by utilizing a node based approach to the level, also known as molecule design.

I mapped out the major locations of the level and drew their connections, or edges. Here, the width and length of an edge determines the distance and directness of the path. For example, between the dock and ranger station is a short, direct path. The arrows at the end of the edge represent one or both way paths.

STEP 2: FIND REFERENCES

Creating an engaging level that is also immersive and believable is a lot easier when you find real examples in the world. Having access to tools like Google Maps or Google Earth makes this a lot easier.

I found coast lines and peninsulas that have mountains and forested terrain from around the world and used these to inspire the geography of my level.

STEP 3: PAPER OUTLINE

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After finding references I went and drew a quick and rough paper version of the map. I used the node based level flow from earlier and blocked out the general area and forms of the level.

I knew that this map would change and morph, but it was a good starting block. With this drawing, it was quick for me to jump into white boxing in Unreal Engine 4.

STEP 4: WHITEBOX TERRAIN

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This could be considered several steps over the course of 3 weeks, but it was all a part of the same process: Whiteboxing. I used Unreal Engine 4’s terrain tool to block out shapes geographically and drew expected walking paths of the player. During all of this I was constantly playtesting, and comparing times for walking through the level.

One of the biggest changes thus far was scaling my original sized terrain down by 50% after blocking it out. I had to go through and rework some of the switchbacks and walking paths but it made the level tighter, players kept interested, and it was more manageable for the team.

STEP 5: COMPOSITION PASS

Before getting the whitebox into the level and filling it with the art assets for the game. I used primitive shapes to block out how I wanted locations to look. Using basic rules of compositions such as rule-of-thirds and for, mid, and background, I composed scenes as the player walks through the level.

These images were from the final stages of the whitebox level before porting it into the game project.

STEP 6: CONTINUE WORK

From Sept-Dec 2018 I continued work on the game and level in engine. Placing art assets, recreating compositions created during whiteboxing, softening the terrain, and ways to break up the horizon lines. It is all about making tweaks to get the perfect feel as the player walks through the level.


SIZE COMPARISON

The overlaid map is my whitebox in comparison to the original level.

The overlaid map is my whitebox in comparison to the original level.


whiteboxing COMPARISON

 
 

FULL GAMEPLAY

 
 

Team Projects


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Sep 2018 - Dec 2018

Takowana County

Unreal Engine 4

A first-person suspenseful narrative exploration game with a horror atmosphere and mystery solving developed in Unreal Engine 4.

 
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Sep 2017 - Apr 2018

Juice Bowl Jamboree

Unreal Engine 4 | Unity3D

A third-person melee boss brawler set in a morphing arena. Mechanics were rapid-prototyped using Unity3D then finalized in Unreal Engine 4.

 
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April 2017

Arena of Riches

Axure RP | Adobe Suite

Focusing on user profiles and user interface, this team project is the golden path and mock-ups for a complex mobile phone game.

 
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Sep 2016 - Apr 2017

Odium

Custom C++ Engine | Adobe Suite

A procedurally-generated dungeon crawler, where the player reflects incoming projectiles as they explore ruins of a lab uncovering hints on the past.


SOLO PROJECTS


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Sep 2017 - Oct 2017

Fool’s errand

Unity3D | Audacity

Developed independently, Fool's Errand is a cathartic single player experience, in a top-down space with a single click mechanic.

 
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Sep 2016 - Dec 2016

War of Roskyae

Tabletop Prototype | Adobe Suite

Roskyae is a four-player strategic board game, with 2v2 combat. This is an independent project I developed with a focus on systems, map, and characters.

 
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December 2017

Space Walk

Unity3D | Audacity

After being shot into space, the player roams around an abandoned space ship in their Manned Maneuvering Unit. This is an independent project.

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October 2015

Maps Project

Paper Prototype | Adobe Suite

I designed 5 different types of top-down maps for this project: Linear race, Region, City, Encounter, and Open-World maps. This was developed over 4 weeks.

 
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Apr 2017 - May 2017

Temple of Kaja

Unity3D | Maya

An exploratory level in a snowy mountain top village. Focusing on discovery and exploration, the level guides the player to uncovering the mysteries of the temple.

 
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April 2015

Rescue Me!

Tabletop Prototype | Adobe Suite

A 1v1 prototype focusing on narrative experience. The hero explores a procedural castle trying to rescue their family as the giant patrols.

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ANCIENT CIVILIZATIONS MAPS

Paper Prototype | Illustrator | UE4

I created towns and villages for three ancient civilizations, China, Mayan, and Roman, from their floor plans to 3D models.