
THE ELD
MAIN ROLE
Level Designer
Designed and blocked out the first level in the game - "Outside Factory".
Designed, blocked out, coded, lit and textured the second level in the game - "Inside Factory".
ADDITIONAL ROLES
Character Concept Artist, 3D Modeller & Texture Artist
DESCRIPTION
A PS1-style multi-perspective horror game that allows you to control two characters - Detective Hoffman and The Sheriff. Discover the secrets of an abandoned factory through both the past and present.
YEAR
2024
GENRE
Horror
SOFTWARE
Unreal Engine 5, Photoshop & Blender
LEVEL DESIGN PROCESS
REASON FOR PROJECT
The ELD was a group project for my final year of University.
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As this was our final project, a brief wasn't set and we were free to choose any game to make. All 4 team members had at least some passion for horror, and so we decided to create a game in this genre.
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As a group, we chose to create the game in Unreal Engine 5, as it is widely considered to be the industry standard.
PROJECT GOALS
Aimed to design interesting horror levels through the use of a unique mechanic, with the goal of both scaring and engaging the player.
LEVEL GOALS
The main focus of the first level was to introduce the CCTV mechanic to the player through an easy puzzle.
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Level 1 also aimed to be a major contrast to the second level. For example, the first level is set outside in a bright and open environment. The opposite can be said for level 2, which is inside a dark abandoned factory.
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The idea was that this design choice would emphasise the second levels oppressive interior, by creating a false sense of security and then ripping it away from the player.
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Resident Evil 7 utilises a similar technique, with the opening of the game set in a bright environment.
INITIAL PLAN
I started the project by thinking of unique horror gameplay mechanics that could influence my level design in an interesting way.
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Eventually, I settled on a CCTV mechanic that would act like the one in Five Nights At Freddy's. The key difference being the person in the security footage could also be controlled by the player.
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After bringing this idea to my team, the mechanic was tweaked slightly, but the main idea stayed the same.
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With the core gameplay decided, I bullet pointed the goals and ideas for the first level - including what the best way to introduce the mechanic was.
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These bullet points helped me create a rough top-down sketch of the level.




LANDMARK
As this was a more open level, I decided to include a landmark that would aid in guiding the player in the right direction.
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The large abandoned factory in the distance was carefully framed through playtesting to make it unmissable for the player.
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This landmark gives the player a goal for them to work towards.
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If I were to go back and redo this level, I would make it slightly longer. This would allow me to show the factory at a few different points throughout the level, as the player got closer - emphasising its importance whilst helping to orient the player.

Factory landmark during blockout phase
MECHANIC INTRO
Began by creating a few top-down sketch ideas of puzzles to introduce the mechanic.
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Eventually, I settled on a locker that was locked in the present day (first-person view) but open in the past (CCTV view).
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The puzzle needed to be extremally simple, so the player could focus solely on understanding what the CCTV mechanic is and how it works.
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After blocking out the level and designing the puzzle, I handed the level off to one of my teammates to code the puzzle - as work on level 2 needed to begin.

First idea for initial CCTV puzzle. Player finds the CCTV tablet and safe code in the present, however the safe is only accessible through past CCTV footage.

Simplified the puzzle further as I felt the first iteration was too complex and may confuse some players. The locker is locked in the present but open and contains a keycard in CCTV mode. The keycard is in the player's possession once they collect it and exit CCTV mode - allowing them to progress past the gatehouse.

First idea for initial CCTV puzzle. Player finds the CCTV tablet and safe code in the present, however the safe is only accessible through past CCTV footage.
DEVELOPMENT SCREENSHOTS
Click images for descriptions




Teammates added CCTV mechanic and textures. Key level design techniques stayed the same throughout development e.g. leading lines subtly directs the player towards the gatehouse.