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Abandoned Chapel - Level Design Challenge

Project type

Independent Project - Level Design Challenge

Date

April 2025

This original level was conceptualized and created in Unity as part of a major assignment for George Brown’s Postgraduate Game Design program. Set in the ruins of an ancient religious building overtaken by dark creatures, the level offers a tense and atmospheric experience that balances exploration, puzzle-solving, and combat.

The gameplay is designed to last between 5-10 minutes, with a central area from which four distinct rooms branch out, each offering unique challenges. The main area has 2 mid-range enemies, providing players with an initial sense of danger without overwhelming them. The goal is to introduce enemy presence gradually.

One room features a melee enemy in the center, drawing the player’s attention, while a hidden enemy lurks by the door, ready to startle the player. These small yet impactful challenges are designed to maintain player engagement without relying on complex AI, showcasing the importance of environment and enemy placement in level design.

The top-right room incorporates a puzzle that unlocks a door leading into a narrow pathway, adding an element of problem-solving to the gameplay. To heighten the sense of danger, ranged enemies are placed on a higher platform, with walls and a fallen pillar carefully placed along the path to act as cover. This setup encourages strategic movement and decision-making.

Visually, the level is designed to be both beautiful and eerie, with warm shades of oranges and yellows dominating the scene to create a juxtaposition between the ancient, sacred nature of the building and the dark forces that have overtaken it. The lighting is carefully designed to ensure visibility, while still maintaining an unsettling atmosphere that heightens the sense of exploration and danger.

Though the level is still in its early stages and continues to be polished, it reflects my ongoing learning and growth as a game designer. As I refine my skills, I will continue to update and improve the level, incorporating feedback and new techniques to create a more immersive and dynamic experience.

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