ARMONI WILLIAMS GAME/LEVEL DESIGNER
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Dead Time

Project Overview

GDD
Team of 6 - 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 For Island Map
  • Tense Environment: Small, dark areas with lurking enemies heighten suspense.
  • High-Stakes Encounters: Confined spaces challenge reflexes and decisions.
  • Dynamic Gameplay: Unpredictable scenarios keep players on edge.
  • Immersive Design: Lighting and sound enhance the horror atmosphere.
Strategic Map Design, Exploration, and Discovery
  • Strategic Exploration: Maps offer multiple pathways and hidden opportunities.
  • Diverse Scenarios: Cave routes enable close combat; open areas allow planning and resource management.
  • Engaging Elements: Perk machines, upgrade stations, and the power switch are strategically placed.
  • Rewarding Discovery: Hidden wonder weapon parts encourage exploration and assembly.
  • Immersive Gameplay: Strategic design and exploration keep players engaged
Environmental Storytelling and Atmosphere
  • Immersive Storytelling: Abandoned huts reveal a once-thriving human presence.
  • Mystery Elements: A hidden robot hints at extraterrestrial activity.
  • Rich Lore: Narrative details spark curiosity about the island's history.
  • Engaging Experience: Story elements enhance immersion and player connection.
Process on the map design 
  • Initial Inspiration: Reference photos shape the map's concept.
  • Drafting: Started with a basic map layout in Figma.
  • Iterative Design: Blocking out the map sparks new ideas for gameplay.
  • Enhanced Exploration: Added multiple cave pathways for freedom and intense encounters.
  • Environmental Depth: Incorporated huts to create a lived-in, immersive feel.


Design Goals For Temple Map
  • Tense Environment: Small, dark areas with lurking enemies heighten suspense. 
  • High-Stakes Encounters: Confined spaces challenge reflexes and decisions. 
  • Dynamic Gameplay: Unpredictable scenarios keep players on edge. 
  • Immersive Design: Lighting and sound enhance the horror atmosphere.
Strategic Map Design, Exploration, and Discovery
  • Strategic Exploration: Maps offer multiple pathways and hidden opportunities.​
  • Engaging Elements: Perk machines, upgrade stations, and the power switch are strategically placed.
  • Rewarding Discovery: Hidden wonder weapon parts encourage exploration and assembly.
  • Immersive Gameplay: Strategic design and exploration keep players engaged
Environmental Storytelling and Atmosphere
  • Immersive Narrative: The eerie skull-filled cave and ancient statues hint at a forgotten ritualistic past.
  • Unraveling Mystery: The statues, worn by time, suggest they once held great significance—guardians, deities, or something more sinister?
  • Layered Lore: Subtle details encourage players to piece together the temples past.
  • Deep Engagement: Story-driven elements heighten immersion, drawing players into the world.
Process on the map design ​
  • Initial Inspiration: Reference photos guided the overall concept and atmosphere of the map.
  • Drafting: Began with a foundational layout in Figma to establish key structures and pathways.
  • Iterative Design: Blocked out the map to refine gameplay mechanics and enhance player movement.
  • Enhanced Exploration: Introduced distinct areas to encourage dynamic navigation and discovery.
  • Environmental Depth: Added statues to reinforce the temple aesthetic and incorporated a cave filled with skulls to create a strong sense of danger and death.
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Design Goals For Forest Map
  • Three Distinct Zones: Divide the forest into three unique areas, each with its own atmosphere, challenges, and gameplay flow.
  • Train Transportation System: Use a functioning train to connect the zones, creating tension while players travel between locations and making movement a strategic choice.
  • Survival Horror Atmosphere: Maintain a dark, oppressive forest environment where lighting, sound, and level layout heighten suspense.
  • Dynamic Encounters: Design each zone to feature unpredictable enemy spawns and escalating threats, encouraging replayability.
  • Progression Through Travel: Encourage players to use the train to access new zones that hold essential survival tools — such as the Mystery Box, perk machines, stronger weapons, and the Pack-a-Punch — making exploration and movement central to success.
Script For Train
  • Train Transportation System: Use a functioning train to connect the zones, creating tension while players travel between locations and making movement a strategic choice.
Process on the map design ​
  • Initial Inspiration: Forest landscapes, abandoned camps, and survival horror references shaped the atmosphere and tone.
  • Drafting: Created an initial layout in Figma to define the three core zones and train pathways.
  • Iterative Design: Blocked out the map in-engine to test player flow, zombie spawns, and chokepoints.
  • Enhanced Exploration: Developed distinct forest zones, each with unique landmarks, to encourage navigation and discovery.
  • Environmental Depth: Added cabins, forest trees, a waterpark, and a cave 
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