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The Last Shift
INTRODUCTION

Design  Intention

I set out to design a level for a third-person stealth thriller inspired by games such as Alan Wake and Soma.

The focus was on world-building, pacing, and environmental storytelling. Details from level layout to lighting was crafted to create tension and immerse players in the narrative.

Project Details

  • Personal Project

  • Unreal Engine 5

  • Third Person

  • Thriller/Stealth

  • Linear

  • Developed over 1 weeks

GAMEPLAY
TRAVERSAL

To craft an engaging traversal experience, I avoid straight paths and introduce navigational 'disruptions'.

This is done through obstacles, barriers, gaps, and strategic layout design, encouraging increased player

MEMORABLE SPACES

My goal for each point of interest within a given space is to make it memorable.

This is achieved by using distinct colour palettes, varying room sizes, mixing open and closed spaces, adding ambient sounds, and integrating storytelling elements

STEALTH ENCOUNTERS

To challenge the player, the crouch mechanic that was introduced previously in a safe environment is now used and required to sneak past pursuing enemies

This is done to reinforce the skill while adding tension to the gameplay

LOOPING PATHS

To minimize backtracking friction, the level is designed with a looping path that naturally brings the player back to the starting point

This is done to promote smooth level progression without the need of retracing steps

PRE-PRODUCTION
wk7 topdown.jpg
LastShiftPureRef.jpg
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