Week 10: Production

 Development Blog Week 10 - Horror Level Design

Welcome back to Week 10 of my Horror Level Design development blog. This week I have been creating blockout cinematics that are located on the exterior of the building. This gives an 'end' to the level. These cinematics are basic and would need to be improved upon further. However, as a blockout they work and show the proposed idea.

Firstly this week I made minor changes to the car that the player will use to escape the asylum. I then placed a trigger box in which the player will walk into once exiting the building.

Secondly, I placed cinematic cameras in each location that I will use for jump cuts in the cinematic. There are four of these that are used to add different camera angles to the cutscene.


This is an example of what the cutscene currently looks like. 


I then changed models of the main office key as well as removed the rotator component of the security key which was previously implemented for testing purposes.



I placed blockouts of trees on the other side of the building as the player is able to look through the window on that side of the corridor. Previously it was empty and wouldn't give the immersive feeling that I was aiming for. Therefore adding these helps to add this.


Thank you for reading my last development blog. I will be continuing to fix minor bugs and make small changes to the level over time. I have enjoyed working on this project and look forward to working on future projects!

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