Creating a single open-world environment for the player to explore was my top priority as a level designer on Abyssal Shade.

In a short production cycle, Abyssal Shade aimed to provide a relaxing and serine gameplay experience. Through creating distinct level areas, my goal as a level designer on this project was to make players feel like they knew exactly where they were and distinguish between areas from anywhere in the map.

- After utilizing test scenes and temp environments, our first draft consisted of finding where we wanted to lead the player.
- It was important to try and make the player want to explore each area enviornment as they are never locked to one enviornment

Through use of kitbashing and trying to leverage the omni-directional movement in our game, I landed on designing 3/4 sections with points of interest at different verticality, allowing the player see all areas in a way that seamlessly compliments our mechanics

Genre: 3rd person - Adventure
Role: Level Designer
Engine: Unity
The player has the freedom to go in any order they want to revive each area of the map. The goal was to get them to get so enthralled in each environment that they feel the need to explore all of them equally.
Keeping the aeras distinct was number one priority, as well as set dressing the tutorial cave with as much seaweed and rocks as possible, while keeping the main level area hidden for the reveal when swimming out of the cave.
Using individual rock assets, every rock in game was hand-placed and dressed by myself to ensure they blended and rotated into each other in a convincing way.
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