Bengt-Erik Ingvaldsson
In Between
First person puzzle horror game.
Team size: 9.
Length: 5 weeks.
My contribution:
-Level Design.
-Prototyping (Paper and in engine).
-Blueprint.
-Bug fixing.
-Sound.
-Intro.
-Brainstorming ideas.
Team size: 9.
Length: 5 weeks.
My contribution:
-Level Design.
-Prototyping (Paper and in engine).
-Blueprint.
-Bug fixing.
-Sound.
-Intro.
-Brainstorming ideas.
Puzzle: Put certain books on the scale.
Puzzle: Put together broken frame on the side of the coffin.
End game: Goal are to open the church door and get out.
What I did
Problem: The level felt very flat and uninteresting. The level was a big church room and 3 small rooms on the side with different puzzles.
Solution: I added an basement to add height dynamic and make the level more interesting.
Solution: I added an basement to add height dynamic and make the level more interesting.
Problem nr 2 with this solution was how to make the player understand to go downstairs. I added a few props to the left in this picture to make player walk right to the stairs. And to emphasise that there was a stairs down I added lights above the stairs in a downwards motion.
A stair down to the crypt. Forcing the player attention down to the focal point downstairs.
The crypt. Textures are not 100%. I am not an artist. And this was only a prototype to make the level more interesting and not so flat.