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AFTERMATH

Unity Project

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Prototype Version of the global level

Level Designer

Narrative Designer

Game Designer

Student project

2023

First Person/Horror/Thriller

PC

5 months
Using Unity

INSPIRATIONS

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Amnesia excels with its oppressive atmosphere, constant tension, claustrophobic environments, invisible threats, and its ability to immerse players in palpable fear—qualities that align closely with the experience of navigating a confined and perilous underground complex.

Outlast features intense, unyielding suspense, tight and confining environments, and the ever-present danger of being chased by horrifying adversaries, all of which evoke a strong sense of dread and urgency akin to escaping from a perilous underground lair.

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Alien: Isolation is praised for its intense fear, claustrophobic environments, and the relentless, unpredictable threat of a lethal alien, all of which amplify the feeling of dread and survival similar to escaping a dangerous underground maze.

THE PROJECT

Mechanics

The player embodies a 9-year-old girl who can :

  • hide under desks

  • run, climb certain heights

  • change radio frequencies (walkie-talkie)

  • push and pull objects

  • pick up items.​

Pitch

The player takes on the role of a young girl trapped in an underground complex inhabited by a bloodthirsty creature. The objective is to find a way to escape without ever being detected.​

Objectives

  • Create an adventure/puzzle game in the horror/thriller genre

  • Keep the players on the edge of their seats for 10 minutes

Constraints

  • Create the level within a set time limit

  • First experience with the horror genre

THE LEVEL LAYOUT

  • Guide for structuring the overall level design

  • Clear navigation and challenge balancing.

First Iteration

  • Determine Metrics

  • Try out things in the engine

In Aftermath, some areas are ravaged by an earthquake and others by the creature, making it fun and challenging to create.

The Beats

This represents the timeline for the entirety of the level

We structured the level with beats to control:

  • the balancing and difficulty of the level

  • the pace and narrative tension

Top Down

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The Start

The End

  • Through exploration, players can collect readable items and uncover environmental storytelling, supporting the intended experience design goals

  • The level splits into exploration (Encased in blue), teaching basic mechanics, and escape (Encased in red), focusing on surviving the creature.

PLAYER GUIDANCE & IMMERSION

Lighting Intention

  • To keep the player immersed, each area required a tailored approach to lighting.

  • To guide the lighting artist, I conducted multiple light iterations across various zones.

The lights in Aftermath serve to:

  • Heighten anxiety

  • Guide player path

  • Unveil key elements

  • Set narrative tone

Yellow Piping

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  • If the player is attentive to the surrounding environment, he will notice that the yellow piping is his most faithful ally, guiding him throughout his journey.

Leading Lines

  • Leading lines naturally guide the player, helping them navigate intuitively and discover points of interest.

U.I

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  • Although in Aftermath, the player can hide under any surfaces they can crouch beneath, the UI provides support.

Collectibles

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Collectibles in Aftermath:

  • Enhance exploration

  • Reward player curiosity

  • Encourage thorough exploration

  • Provide additional narrative insights

DETAILED WALKTHROUGH

First Floor

  • During the initial phase, or exploration phase, the player learns the basic mechanics and must solve a few puzzles. There is no defeat during this phase.

The Basement

  • The Basement alternates between exploration and puzzles, familiarizing the player with the newly learned mechanics from the first floor and preparing them for the next phase, the pursuit phase.

The Escape (WIP)

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