top of page

Dawn of the crocodile mansion

First Person survival horror experience

BreakDown

  • Spent  6 weeks (half speed). on this project 

  • Focus on:  Level Design, Enviromental Storytelling and  Game Design

  • Engine : Unreal Engine 5

  • Scripting                                                    Gameplay Events, Player and AI

  • Market Place

  • MilitaryWeapSilver

  •  Stylized_PBR_Nature, Realistic_Starter_VFX_Pack_Vol2

  • kitchen lowpoly

  •   Crassrid model

​

​

​​

​

Goals

To create with level design techniques suited to the gameplay  , first person survival horror shooter.  

​

Communicate design with form and gameplay. 

​

Create atomsphere by using light and form.

​

​

Story Summary

The player take the role as  farmer named Bill that has come to this mansion to save his wife Linda from the crocodile monsters. 

Skärmbild 2024-02-20 114138.png

1. Introduction

ScreenShot00037.png

The Introduction

The player´s wife is missing and  your journey has lead you to this mansion that is the nest for some mysteries monsters

Level Topdown

Level Overview

4

4

Skärmbild 2024-02-27 214448.png

2

3

7

9

1

4

5

6

8

Flowchart

1.png
2.png
3.png

1. Reveal of the mansion

4.png

4.Lock up the door. 

7.png

7. Finds the key to the basement

2.Player find a path

5.png

5.Finds the basement door

Basement5.png

8.Finding the wife

3.Enter the backyard

6.png

6. Enter the lobby

Skärmbild 2024-03-23 204018.png

9.Enter the frontyard

Design Techniques

Make the player turn around

In this section of the level, I used the basement door as a red herring to initially draw the player's attention. When they discover the door is locked, they will turn around and notice a hidden path that leads to a new area. 

Leading the player

I wanted the mansion to feel truly abandoned. To enhance this atmosphere, I added various junk items throughout the mansion. These not only reinforce the sense of abandonment but also serve as breadcrumbs to guide the player.

Building up tension

In a horror survival game, it's important to build tension at the start. To do this in the beginning of the level, I created an entrance sequence that adds suspense. When the player gets to the gate, they have a choice: move closer and get a hint of the crocodile monsters they'll face later. This early glimpse sets the tone and hints at the danger ahead.

Vantage Point

In the lobby area of the level, I wanted to give the player the freedom to explore. One room they can discover is a destroyed room, hinting that the crocodile creatures can break through walls. This room also provides a vantage point with a clear view of the gate, serving as a callback for the player.

Storytelling

 I wanted to use environmental storytelling to build up a scene. The goal was to show the player that the crocodile monsters were about to experiment on the player's wife. 

Combat Encounters

First Encounter

I made the corridor longer to build up tension. By the time the player reaches the end, the suspense is at its peak. Here, they meet the crocodile monsters, the main enemies of this level. I set the first fight in a safer area with multiple paths to make it more easier for the player to move around  and avoid getting hurt.

Unpredicted combat encounter

By using a monster closet, I surprise the player and show them that the crocodile monsters can break through walls. This creates a sense of paranoia, making the player feel like the crocodile monsters could appear from anywhere.

Storytelling

Paranoia

When the player enters the kitchen, they catch a fleeting glimpse of a crocodile-like monster crossing the room. This moment is designed to instill a sense of paranoia, making the player question whether what they saw was real or just their imagination. The monster serves as a focal point, capturing the player's attention and guiding them towards the corridor.

The Prisoners

When the player enters the prison area of this level, they will uncover more of the backstory surrounding the crocodile monsters. Through environmental storytelling, the player will learn that other humans have been transformed into these creatures, though many did not survive the process.

Scripting

Player prototyping
I began my research by analyzing metrics from the reference game, Resident Evil 7. One of my key decisions was to focus on perfecting the shotgun, ensuring it felt satisfying and powerful for the player to use. Rather than creating numerous weapons that lack impact or enjoyment, I dedicated my efforts to making the shotgun a standout feature. Additionally, I implemented a sprint mechanic, allowing players to choose when they want to move quickly. This provides them with greater control over their movement and enhances their overall gameplay experience
Interaction system
The player can   iteract with different objects like doors and it also let the player pick up items like keys and ammo. 
Enemy AI events
I created a trigger box for the AI when the player enter the trigger box. The AI starts to follow the spline. This helps me create  some of the events for this level. 

Pre-production

Space Planning
To make the layout of the level I made a pen and paper sketch. To get a feeling of the scale and the different areas in the level. 
Next I made a
rough landscape and a rough blockout.  
Then I started to iterate on it and refined the blockout. 


 
Reference Pictures
Before and even during the process I looked at different pictures of abandoned houses for inspirations for my project. I looked at their metrics and the atomsphere right. 
Skärmbild 2024-03-28 090814.png

Reflection

The size of the outside section

I should had worked better with metrics in the outside area of the level. Because under my playtest a lot of people told me that it was to long. 
 

Give more life to the narrative

Dialoge- I should had added in a dialog system.  That had made the level feel more immersive.
 

Add a twist to the combat

 I would had liked to add in another twist with the combat encounter that in the front yard that one of the combat encounters would had jumped down from the roof to the ground in front of the player. To just give a big twist. 
 

bottom of page