A wacky third person hack ‘n’ slash exploring the bizarre realms of Hell. This game was the final thesis of my Master's degree at the University of Utah along with my 18 teammates. I designed one of the three main levels including placement of environmental assets, combat spaces, and NPC interactions. I was also responsible for designing and building levels for proofs of concept as well as writing dialogue for NPCs.
Design Document
Early Blockouts
Early Blockout
Early Blockout
Combat Spaces
Combat Spaces
Blockout with Filler Assets
Blockout with Filler Assets
Early blockouts focused on iterations on combat spaces and exploration. Combat was under development simultaneously and the levels were the best spaces for testing combat and level design to iterate on both. Unreal 4 BSPs and early temporary assets were mainly used.
Final Set Dressing
The final set dressing included important assets such as the neon signs which guide the player's eye and highlight the spaces they're used in. This was the time we were also adding VFX, such as the blood river and feeding pipes, as well as narrative moments with written dialogue paired with environmental humor.
Combat Spaces
Cave Arena
Cave Arena
Apartment Arena
Apartment Arena
Pavilion Arena
Pavilion Arena
Dance Club Boss Arena
Dance Club Boss Arena
The final combat spaces needed to be unique and memorable while also providing enough room for combat. While having unique assets helps, telling a story at each location by considering purpose aids in defining each location. From residential areas to various types of clubs, the spaces served the same purpose of combat but looked and felt like new locations.
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