Week 5: Part 2 - Production
Development Blog Week 5 - Horror Level Design
Hello and welcome to the second development blog of Week 5. In this post I will be showing off my progress of the blockout I have been working on. I have taken a lot of inspiration from the games I have conducted previous research on, this has assisted me in creating a well designed interior blockout.
The first thing I did when getting back into Unreal Engine was to start work on blocking out the reception area. I have included a desk, monitors, shelves and lockers that help to add to the level. It also sections off this area and would allow the player to hide from enemies that would be present within the level.
I then decided to block the entrance to the stairs off with wooden planks and a locker. This allows the player to gain a view of what is present within the room and allows them to get an idea of where they have to go to reach the second floor. This also allows for better flow of the games and helps to create a small linear path in which I am able to place world events as well as include cutscenes.
Once I was happy within the reception blockout I decided that I would work on the communal room almost adjacent to the reception. I included seating areas for patients as well as shelves that will include information and lore regarding the asylum. However, I will be evaluating if this room is too large for the levels current needs and will be changing it if it does not feel correct.
I then made further changes to the room to include sectioned area for bookshelves in which patients would be able to sit and read. I will be continuing to add to these rooms to add detail and story throughout the level.
Leading on from this I decided to work on the bedrooms that lead off from the main corridor. These have each been blocked out to make the rooms look similar but also include elements such as knocked over chairs, tipped beds and tables etc. This is to give the player a story revolving around world elements so that they are able to see what has taken place within these rooms.
I also decided to add a sprint mechanic so that it would be easier for me to navigate around the level. This was to help get a sense of scale relative to the player, as this is important when creating the level.
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