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PROJECT ASYLUM

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ROLE

 Level Design | Project Lead | General Game Design

GAME ENGINE

 Unreal Engine 5.2.1 

TEAM SIZE

 11  

TIME FRAME

 7 Weeks  

DESCRIPTION

Solve puzzles and find secrets using your UV light

YEAR

2024

GENRE

Horror

PLAYER MODES

Single-player

PUBLISHED ON

itch.io

CONCEPT

Core Gameplay Mechanic

The goal was to make an interactive haunted house experience with a twist, so we introduced a UV light mechanic to integrate exploration and puzzles. 

Although my main role was Project Lead, I collaborated with our Level Designer to create the layout of the asylum.

Asylum Layout

DEVELOPMENT

Challenges

  • Creating a commonly large scaled building while keeping the gameplay tight and the path easy to navigate. 

  • Fitting all the spaces needed for the Gameplay Beats while keeping the space intuitive. 

  • Not overloading the artists with too many variants of assets and modules. 

Solutions

  • We took a lot of inspiration from real asylum blueprints to create an interesting layout and an array of rooms. The rooms' placement was guided by function, gameplay beats, and pacing.

  • To reduce workload for our artists, we prioritized rooms that use common assets and designed modular pieces for versatile use. The demolition narrative also justified empty or sparsely furnished spaces.

Gameplay Beats & Pacing

Challenges

  • Supporting the demolition inspection aspect of the gameplay with the level layout and the player path. 

  • Placing the different horror events in locations that benefit the pacing and the impact. 

 

Solutions

  • We based our objectives on real demolition inspection forms, adapting it to fit our level and gameplay needs, while also making minor level adjustments to enrich the experience of each objective.  

  • When creating horror events we would refer to the rooms we had blocked out and then we tailored the events to the theme of the room. Once we had a prototype we would adjust the level to maximise the impact. 

CONTRIBUTIONS

Level Design

  • Layout & Pacing

    • Planned and paper designed the layout of the asylum

    • Planned Mutant-, quest- check point- and horror event locations. 

    • Planned the player path. 

  • Visuals

  • Planned and made lists of required art assets. 

  • Directed lighting, set dressing and horror events.

Project Management

  • Product Ownership

    • Wrote all the Design Documents.

    • Wrote a social contract for participating students. 

    • Pitched & Presented the game at events.

  • Producing 

    • ​Wrote the Jira tickets.

    • Assigned work tasks.

    • Adjusted workloads.

    • Set milestones and deadlines.

    • Scoped the project.

    • Arranged and hosted Playtest sessions.  

  • Scrumming

    • Planned and hosted Team meetings, Stand ups & Retrospectives​

General Game Design

  • Game Writing 

    • Wrote the UI text

    • Named the game, characters and locations.

    • Wrote in game notes, signs and text. 

    • Wrote the lore. 

    • Created a fictional ritual and directed the set up in engine. 

  • Gameplay Design

    • Planned the missions and their locations. 

    • Planned the execution of puzzles. 

  • UX Design

    • Provided all the sounds for the game. 

    • Designed the look of the map, the clipboard and the save icon. 

REFLECTION

Working on Project Asylum was a very meaningful experience. I got to explore a new way of leading a project that encouraged open, and transparent communication, leading to team members becoming close and working closely on tasks together. I wanted to put the health of the team first so the project had a strong focus on dynamically adjusting workload and prioritising what the team considered fun. 

From a design perspective, I learned a lot as well. I got to collaborate with most of the designers in their respective fields and it greatly expanded my understanding of the challenges each designer faces and how they might approach solving those problems. 

Overall I am happy with what we accomplished as a team. Despite losing nearly half of our team members due to events beyond our control, 4 weeks into production, and only having one full time programmer, we found ways to get around it and still deliver an enjoyable game.  

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