Current Project Working On
Dead Time
Project Overview
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Team - Level design - Asset placement - Scripting - Programming
Dead Time is a Survival Horror/FPS game that revolves around players surviving against endless waves of increasingly difficult zombies. Players earn points through combat, unlock new areas, upgrade weapons, gain power-ups, and acquire unique abilities such as time control. This ability allows players to manipulate time, slowing enemies and gaining an advantage during intense chases or strategic engagements. I originally began Dead Time as a solo project, laying the groundwork and developing the core mechanics. As the game evolved, I turned it into a group project for class, bringing in a talented team of six to collaborate and expand the game's potential. My primary role in the group is as the level designer, where I focus on creating the maps and environments that set the stage for our game’s immersive experience. |
Design Goals
Dynamic Survival Horror Experience Engage players with an intense survival horror environment by incorporating small, dark areas where zombies and other enemies lurk. These confined spaces create high-stakes encounters that test players’ reflexes and decision-making under pressure, delivering a thrilling and unpredictable gameplay experience. |
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Strategic Map Design, Exploration, and Discovery
The map design emphasizes strategic exploration, offering players multiple pathways and hidden opportunities to uncover. Branching routes within the cave system create diverse combat scenarios and encourage close-quarters encounters, while open island areas provide space for strategic planning and resource management. Essential elements like perk machines, weapon upgrade stations, mystery box, and the power switch are thoughtfully placed throughout the map, pushing players to explore and engage with the environment. Hidden wonder weapon parts scattered across the map further enhance the sense of discovery, as players must collect and assemble them to unlock this powerful tool. This combination of strategic design and rewarding exploration keeps players immersed and invested in the gameplay. |
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Environmental Storytelling and Atmosphere
Bring the map to life with immersive environmental storytelling. Abandoned huts scattered across the island hint at a once-thriving human presence, while the discovery of a mysterious robot hidden in the caves suggests extraterrestrial activity. These narrative details deepen the sense of mystery and invite players to imagine the history of the island, adding another layer of engagement to the experience. |
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Process on the map design
On the right, you’ll find a basic map layout I created using Figma for the first map, Island. My process begins with gathering inspiration from reference photos, which helps shape the initial concept. From there, I draft a map design, like the one shown. As I progress to blocking out the map, new ideas naturally emerge to enhance the gameplay experience. For instance, the cave was originally planned as a single open area, but during the blocking phase, I realized it would be more engaging to include multiple pathways. (I circle them in the pictures below) This change allows players greater freedom to explore while increasing the potential for intense, close-quarters encounters. Another addition I made toward the end of the blocking phase was incorporating huts around the island using assets I found. (I circle them in the pictures below) These structures not only make the environment feel more complete and lived-in but also enhance the player’s experience by providing more opportunities for exploration. |
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