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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
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7 Weeks
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School Project
10 people
Playtesting & Iteration

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

  • Created a blockout of the entire asylum, including non-playable spaces

  • Worked closely with team to make sure our respective visions aligned

  • Collaborated frequently with artists to help define the modular kit used for level building

  • Pitched level design ideas based on internal and external playtest sessions

  • Created spaces intended to build, maintain, and release tension

The Asylum

Research

  • 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.

  • An important guideline was that there should be a clear separation between spaces for the general public, staff, and patients

  • Functional spaces should be placed in a way that would closely resemble the layout of a real mental hospital.

  • 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

Level Production

  • 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

  • We gave the player three simple objectives to complete in a safe, well-lit environment.

  • Each objective brings the player deeper into the asylum.

  • I created a strong transition between well-lit, furnished rooms into darker, more unsettling ones. This design decision was incorporated in response to feedback.

The Storm

  • Immediately, I communicate to the player that they are no longer in a safe environment.

  • There are no lights, and here I onboard the flashlight mechanic.

About
The Asylum

Onboarding

To be continued...

  • 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

Onboarding
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