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Case Studies From Unannouced Projects

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Case Study 04 : Developing Intentional Level Design for Horror Experiences

01 - Background

This horror project focuses heavily on level design quality, readability, environmental storytelling, and the creation of production-ready gameplay spaces.

02.01 - Learning - Explicit Visual Intent

One of the most important lessons has been understanding that every area of a level should communicate a clear intention.

Players constantly ask questions:

  • Where am I?

  • Where should I go?

  • What is important?

A strong level answers these questions through visual design rather than explicit instruction.

02.02 - Learning - Readability Before Detail

Studying AAA workflows reinforced the importance of readability over visual complexity.

Clean blockouts, clear spatial hierarchy, and intentional composition often contribute more to player understanding than additional environmental detail.

02.03 - Learning - Gameplay Ingredients and Spatial Communication

Every gameplay element occupies player attention.

Enemy placements, objectives, interactables, environmental hazards, and narrative elements must work together rather than compete for focus. Managing these ingredients became a critical aspect of level design.

02.04 - Learning - Point of Interest

Strong points of interest serve multiple purposes simultaneously.

They create memorable locations, support navigation, establish goals, and reinforce atmosphere. Designing effective landmarks became an important tool for improving both player guidance and immersion.

03 - Reflection

This project has significantly matured my understanding of level design, particularly in the areas of readability, environmental storytelling, player guidance, and visual communication. It represents a transition from designing spaces that function to designing spaces that communicate.

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