Project Asylum
Project Asylum was created for our third game project at Futuregames.
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As the level designer, I translated the narrative and gameplay into a compelling space to traverse and interact with.
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Level Designer

7 Weeks

School Project
10 people
About Project Asylum
Project Asylum is a first-person atmospheric horror game set in an abandoned mental asylum. Using only your clipboard and flashlight, avoid supernatural threats and find the exit!
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UV LIGHT
Uncover hidden messages on the walls and spectral breadcrumbs left by taken souls.
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SHADOW CREATURES
What's scarier than a monster you can't see? They are watching and waiting. Will you see them before they see you?
A HORRIFYING JOURNEY
Things are never what they seem. Doors lead to strange places. The map seems to be changing...
Project Role
Level Designer
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Created a blockout of the entire asylum, including non-playable spaces
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Worked closely with team to make sure our respective visions aligned
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Collaborated frequently with artists to help define the modular kit used for level building
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Pitched level design ideas based on internal and external playtest sessions
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Created spaces intended to build, maintain, and release tension
The Asylum
Research
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The abandoned asylum never came from a clearly defined time period. Instead, we used design constraints which lead to a structure that could exist anywhere from 1970-2010.
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An important guideline was that there should be a clear separation between spaces for the general public, staff, and patients
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Functional spaces should be placed in a way that would closely resemble the layout of a real mental hospital.



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Create and pitch design sketches
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Align with team before creating in-engine blockouts
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Conduct both internal and external playtests
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Refine blockouts in response to feedback by colleagues and industry representatives
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Place props throughout the level
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Create and establish collaborative workflow using Unreal Engine's sublevel system
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Close collaboration with artists in order to define the modular kit used to construct the level
Level Production

Briefly explored for creating topdown hospital blueprint.


This was further refined for gold master.

Briefly explored for creating topdown hospital blueprint.
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Ink top-down sketches
- Expanded topdowns based on current blockouts
- The player is using a blueprint of the building as their map. Therefore, I briefly experimented with a program called Sweet Home 3D, a free architectural design software for creating 2D floor plans.
The Calm
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We gave the player three simple objectives to complete in a safe, well-lit environment.
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Each objective brings the player deeper into the asylum.
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I created a strong transition between well-lit, furnished rooms into darker, more unsettling ones. This design decision was incorporated in response to feedback.

This is the last explorable space before the player enters the "supernatural" part of the hospital.

This is the last explorable space before the player enters the "supernatural" part of the hospital.
The Storm

The door slams behind the player, shrouding them in darkness. This is when the flashlight is introduced.

Exploring the dark asylum.

The door slams behind the player, shrouding them in darkness. This is when the flashlight is introduced.
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Immediately, I communicate to the player that they are no longer in a safe environment.
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There are no lights, and here I onboard the flashlight mechanic.
Onboarding
To be continued...
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Create and pitch design sketches
-
Align with team before creating in-engine blockouts
-
Conduct both internal and external playtests
-
Refine blockouts in response to feedback by colleagues and industry representatives
-
Place props throughout the level
-
Create and establish collaborative workflow using Unreal Engine's sublevel system
-
Close collaboration with artists in order to define the modular kit used to construct the level