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Introducing Hallower

First-Person Adventure Game

The purpose of this project is to demonstrate level design knowledge: level progression, storytelling, development of player paths, implementation of mechanics and recycling of the mentioned elements with interesting twists and new ways to showcase them.

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This project is no more than the Thesis Project made in order to earn a Master of Fine Arts as Game and Level Designer.

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Inspired by Tomb Raider, Bioshock, and Borderlands, the player will be discovering areas in ruins, looking for a way to escape back to his reality. The core mechanic is Telekinesis, giving the player the ability to alter the player path by pulling certain objects using Telekinetic Energy.

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The Level was created using modular pieces as much as possible in order to accommodate rapid iteration based on feedback from instructors and peers. Sound and Visual Effects are used to add atmosphere while directing the player.

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Genre: First-person Adventure

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Engine: Unreal Engine

-Tools: Adobe Photoshop, Wacom.

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Role: Game and Level Designer.

Walkthrough Video

The following Gameplay video have been recorded after finalizing implementation of the core idea and the blockout of a mission to prove concept of gameplay.

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This is a constant work in progress and will be updated as the project develops.

Pre-Production

Paper-Maps, Level Planning, Mechanics Exploration

Everything started with a pen and a piece of paper -and a Wacom-, every idea was considered and sometimes discarded as the project started to take shape.

Game Specifications

As a support during the early process of the level, a Game Specs Document was created to establish rules around the world, typing down early ideas around mechanics and possibilities for expansions when it comes to storytelling and mechanics.

Top-Down Paper Map

The level has been broken down in two areas: One indoors, that helps the player to get familiar with the main mechanic; and one outdoors, where the player have to use the mechanics in different ways to solve a series of puzzles around a main structure.

Modular Planning - Rapid Blockout

During the blockout phase, these pieces were created and placed throughout the entire level to build what you will see on the project. I created meshes that were both functional and artistically expressive.

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I created pieces that could be used combined , as is, or broken apart into primitive shapes. This made the level layout process much quicker while reinforcing player path.

Mechanics Breakdown

The core Player Mechanic is Telekinesis - using energy the player will attract objects and use these to perform certain actions and create paths.

In-engine

Modular Planning - Key Meshes

The other part of the blockout was designed for Storytelling and Gameplay purposes. I designed these assets based on functionality, form, and visual language so that they clearly stood out from the rest of the level and caught the attention of the player.


Each asset went through several revisions to ensure that its purpose was clearly communicated to the player.


Sounds, materials, and animations were implemented to help bring life to the level.

Player Path

One of the most challenging parts of development was creating a clear player path. I demonstrate how the use of lighting and gameplay props can be used to help guiding the player.

Final Results

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