until dawn 2024
During my time working on Until Dawn I collaborated on various aspects of the game ensuring a good quiality throughout the chapters I was assigned to.
Level Design responsibilities:
Process:
- Inspiration from the original game was always a main pillar
- Instituate a blend bewtween old school material and new third person camera
- keep in mind emotional charge of each chapters to have this feeling echod and created by the camera choices leading the player
- creating atmoshphere using the tools available by scripting events and tailor the desired experiences to increase the atmospheric ambience.
- Ensure that sequences, animation and implemented animations reaction during navigation or during interactive elements play seamlessly, collaborating with the other departments.
- Implementing level design tools for collision and navigation to ensure the navigation work as intended.
- Collaborating with artist for new areas for level dressing
Example of a costum camera blend based on spline movement created. When Sam goes to the cable car station, if she walks toward the mountain to admire it, the camera will blend to a costum vista vue setting to allow a better vista. The camera blends back when player walk back the spline that is assigned to change the values.New area layout and content:
- Collaborate with the lead and the concept designer to bring to life all new areas in the game
- Pitch ideas and iterate on the areas in engine to refine the navigation and the layout
- Re evaluate metrics of these new areas based on level design iteration to have a good navigation flow
- Script events to enhance the story telling of the new areas
- Implementing new camera shake or blend to further target desired feeling of an area
- Participated in dressing the new areas and ensure their functionalities.
Example of a new scripted event in a new area: I pitched and implemented a crow eating another dead crow as part of the new content pass for the new areas - you can find that in Chapter 4Totem collectible relocation - level design micro layout new content and level dressing
- I was tasked to relocate all totems throughout the entire game
- The challenge was to make sense of premonition delivey and scout for potential new openable areas without disrupting the flow.
- the goal was to create a new player experience for old and new players with a complete new configuration
- I scanned the entire maps and took note of all possible areas that could fit a re shuffling documenting all of it in a miro board
- I changed the micro layout opening new pathways from critical the path to create a new discovery experience
- Collaboration with the narrative designer to make sense of totem order delivery
- I created the level dressing of these areas
- the level design goal was not to completely change the wheel but to give life to knows areas in a new way.
Example of one of my favourite new totem area: The cemetery in the sanatorium is now accessible with a totem. I decided to open it up as it was a gloomy location that allowed to tell more about the horryfing events that took place in the sanatorium featuring all the tombs. I added lots of crow cawing to give it a sense of bad omen. You can find that in chapter 8.
Walkthrough Below