Until Dawn 2024
During my time working on Until Dawn I collaborated on various aspects of the game ensuring a good quality throughout the chapters I was assigned to:
Process:
Taking inspiration from the original game as a main pillar to ensure respect of original materal
Crafting carefully a blend bewtween orginal fixed camera shots and the new third person camera
Respecting the emotional intensity of chapters to edit the experience mindfully
Evaluating respectuflly each layout change keeping in mind the desired atmoshophere providing immersion
Ensuring that sequences and animation during interactive elements or cinematics play seamlessly, collaborating with the other departments.
Implementing level design tools to ensure a fluid navigation system in gameplay aeas collision
Collaborating with artist for new areas art level dressing
Design Responsibilities:
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 layout in engine to ensure metrics and core mechanic
Re evaluate metrics of these new areas based on level design iteration to have a good navigation flow
Script events embedded in the story telling of the new areas
Implementing new camera or blend or shake to further accomplish the desired feeling of the eperience
Art dressing of the new areas and ensure story telling
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 8
Totem’s - level design micro layout, new content and level dressing
I was also tasked to relocate all totems throughout the entire gam
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
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.
Walktrough Below: