Dawn of the crocodile mansion
First Person survival horror experience
BreakDown
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Spent 6 weeks (half speed). on this project
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Focus on: Level Design, Enviromental Storytelling and Game Design
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Engine : Unreal Engine 5
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Scripting Gameplay Events, Player and AI
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Market Place
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MilitaryWeapSilver
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Stylized_PBR_Nature, Realistic_Starter_VFX_Pack_Vol2
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kitchen lowpoly
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Crassrid model
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Goals
To create with level design techniques suited to the gameplay , first person survival horror shooter.
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Communicate design with form and gameplay.
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Create atomsphere by using light and form.
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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.
1. Introduction
Level Topdown
Level Overview
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Flowchart
1. Reveal of the mansion
4.Lock up the door.
7. Finds the key to the basement
2.Player find a path
5.Finds the basement door
8.Finding the wife
3.Enter the backyard
6. Enter the lobby
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.