UNDEIFY
Paper Maps and Scenes Screenshots
PLAY TESTS
We did two different types of play tests: one for the narrative side and the type of response we get in each situation the game can offer, and one for the level design and the feedback.
For the first play test, we tracked down in every situation how the player would feel and react to what the voice will tell them and how. We took a group of ten people among our classmates to test on them.
As mentioned before, we took inspiration from the Milgram experience to craft the atmosphere and the monologue of the voice. It helped us, in addition to the feedback of the play test, to correctly level all the interactions.
Some results were quite surprising, as half to 70% of the play testers were not open about trying to help and follow what the voices were telling them.
For the second round of play tests we focused on the level design, the flow and the feedback. It helped with tweaking interactions that were not fully instinctive and the instructions/signs given to player.
CREATIVE PROCESS
I started by creating two mood boards of what the atmosphere and a sketch of what the room should look like. As the team was pretty indecisive between the two, we chose to mix both atmospheres which gave the room this creepy and dark "futuristic" vibe with those luminous buttons and the rusty command panel.
Then I created a pack of modular parts for the room so that we could make some parts bigger if needed due to VR scaling.
I moved onto designing each step of the level design, keeping in mind the constraint of designing a small space and the need of having a lot of interactions in this small room. And finally I assembled the finished room according to the LD documents and preparation work.
-
Role: Level Designer & 3D Modelling
-
Genre: Interactive horror Experience
-
Platform: VR -
-
Engine: Unreal Engine 4
-
Context : Septembre to October 2019 (8 weeks project).
-
Team : Done with Léo Sztulzaft, Eva Zenss, Hippolyte Azalbert, Hugo Reymondet.
GAME CONCEPT
You wake up in a confined, small dark room you’ve never seen before. The only things around you, panels of buttons, levers. Suddenly, a voice can be heard from a speaker in the room. The voice explains that they don’t know how they got here, but they are in immediate danger and only YOU can help them.
DESIGN INTENTIONS
-
Arranging a workflow between each unlockable panels
-
Make the player feel lost and overwhelmed between the given information and the panels of button before him
-
Ominous and creepy atmosphere
WORK HIGHLIGHTS
-
Level Design Documentation
-
Strong environmental storytelling
-
Level flow simple and reactive to the scenario
-
360 degree level: the player have to move around in the level
-
Rich backstory created in collaboration with a talented voice-actress
-
Use of the Milgram Experience for the game atmosphere