ARMONI WILLIAMS GAME/LEVEL DESIGNER
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Home Alone

Project Overview

Solo Dev - Level design - Asset placement - Scripting 

​Home Alone is a single-player, horror-themed first-person experience where players must complete a series of tasks in a dark, unsettling environment before confronting a menacing intruder. The game builds tension through atmospheric sound design, limited visibility, and unpredictable encounters.

I designed the map using Unreal Engine 5, focusing on replicating the look and feel of my real-life neighborhood. Players must navigate these spaces to obtain the code necessary to eliminate the threat. ​​
Design Goals
​Intense, Suspenseful Gameplay
  • Suspenseful Atmosphere: Dark lighting and shadowy rooms heighten tension.
  • Climactic Chase: The enemy hunts the player in a dimly lit house near the game’s end.
  • Limited Vision: A flashlight restricts visibility, amplifying intensity.
  • High-Stakes Objective: Players must find a code to unlock a gun safe under pressure.
​

Engaging Puzzle Mechanics

  • Engaging Puzzle: Numbers are hidden throughout the house, requiring players to remember and enter them to unlock the gun safe.
  • Tension-Driven Challenge: Solving the puzzle while being pursued increases urgency and suspense.
  • Survival Balance: Players must think quickly and stay ahead of the enemy to succeed.
  • Rewarding Progression: Unlocking the gun safe allows the player to arm themselves and fight back.
Strategic Use of Space
  • Strategic Hiding Spots: Placed throughout the house to provide safe concealment.
  • Suspenseful Moments: Players hold their breath, hoping to avoid detection by the enemy.
  • Tactical Gameplay: Adds strategy by forcing players to decide when to hide and when to act.
  • Heightened Tension: The risk of being found amplifies the game's intensity.
Realistic Environment Replication

  • Real-World Inspiration: The map closely mirrors the layout and atmosphere of my neighborhood.
  • Authentic Design: The house’s interior and exterior reflect real homes in the area.
  • Immersive Experience: Personal touches enhance the connection between the game and reality.
  • Visual Comparison: Real-life photos are paired with in-game images to showcase the design’s accuracy.
Process on the map design 
  • Accurate Layout: Used a Google Maps image of my neighborhood as a reference for the map design.
  • Gameplay Enhancements: Added hiding spots and relocated the gun safe to the attic for dynamic play.
  • Balancing Realism and Mechanics: Adjusted interior design to improve gameplay flow and suspense.
  • Visual Highlights: Key changes are circled in the pictures for clarity.

Code for AI that roams house

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    • Dead Time Current Projects
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    • Home Alone
    • Prision Escape
  • About Me
  • Resume
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