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Survival Horror Level

Summary

Engine - Unreal engine 5

Role - Level Designer/Mechanics Scripter

Genre - First person survival horror

Level description-

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For this project, a white box level that takes inspiration from Resident Evil Village was created. The level is inspired by the house Beneviento portion of the game. The only asset packs initially used were for the enemy mesh and animation. Along with building the level, some mechanics including a gun with an ammo and reload system, damage and health systems, a flashlight, and some basic enemy AI were scripted.

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The target "feel" for the area was for it to feel claustaphobic while still having room for combat. The level in the game had no combat at all so adjustments in the scale had to be made. The house needed to be scaled up overall so that some portions of the level had room for the player to move around and shoot. The lights in the house were designed to have a red tint to give off a more hellish vibe. The level consists of 4 main rooms connected by hallways. The goal of the level is to find three keys to open the exit of the house and escape. 

 

 

 

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Level layout

*Click images to expand

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Main zombie enemy - This is the enemy that the player will encounter the most. The enemy has medium health and does medium damage. Can overwhealm the player due to high numbers. 

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Heavy zombie enemy - This enemy will be more rare than the main zombie enemy.This enemy has high health and does high damage. Can overwhealm the player with brute force. 

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Dark tight staircase - This small section was designed to be pitch black and tight in order to build tension in the player.  The flashlight is required to see anything and the corner is sharp. These choices were made to help build suspense.

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The Dining Room - This is the spawn point of the level and the will return to this room frequently as all the other rooms connect to this room. The room offers has no combat and enemies can't enter so the player does not get overwhealmed. The room is fairly lit to give good visability and allow the player to get acclimated.

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The Master Bedroom - This room was designed to be spacious and well lit to allow for a combat encounter. One of the main keys for the objective can also be found in this room. 

The set dress iteration

After the whitebox of the level had been completed, asset packs were used to set dress the level and lighting was revamped.  The level plays the same as it did in the blockout but the number of enemies ended up being reducing since they cluttered some of the rooms. Some elements of enviromental storytelling were impleamented. The asset packs offered some options with bloodtrails and dismembered body parts. These elements were added to the level so the player can infer that something terrible happened without being told(this is showed off in the video walkthrough). 

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Staircase after set dress

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Dining room after set dress

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Master bedroom after set dress.

*lighting was dimmed for this room

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Staircase leading up to master bedroom door

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 Study room that contains a key

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Living room that contains a key

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