Website powered by

Asylum (On going, Solo Project, First Person Horror, Unreal 4)

This was my first time doing any level design of any kind. I taught myself on how to use Unreal Engine and just started creating. I got into FutureGames with this project because of the story behind it, the design and that my ceiling to learn is high.

This was my first time doing any level design of any kind. I taught myself on how to use Unreal Engine and just started creating. I got into FutureGames with this project because of the story behind it, the design and that my ceiling to learn is high.

This is the first room the player would encounter. Right away I wanted to send the message that something is off and that you´re not alone. This scene is lit up for the purpose of showcasing everything within the scene.

This is the first room the player would encounter. Right away I wanted to send the message that something is off and that you´re not alone. This scene is lit up for the purpose of showcasing everything within the scene.

I wanted to have a statue with red eyes that would turn to face the player whenever you´re in range. Something subtle that the player would pick up on for added tension.

I wanted to have a statue with red eyes that would turn to face the player whenever you´re in range. Something subtle that the player would pick up on for added tension.

Entrance to the hospital that has a bloodstained handprint on the glass door to further nail home that you´re walking into hostile territory.

Entrance to the hospital that has a bloodstained handprint on the glass door to further nail home that you´re walking into hostile territory.

I have plans of making a scary outside garden attached to the asylum. The statues may move around or they may not.

I have plans of making a scary outside garden attached to the asylum. The statues may move around or they may not.

A wide view of the level as a whole with mountain landscapes placed in the background to add to the realism of being in middle of nowhere. The open spaces can´t be seen as I have played multiple times to make sure that they can´t be seen.

A wide view of the level as a whole with mountain landscapes placed in the background to add to the realism of being in middle of nowhere. The open spaces can´t be seen as I have played multiple times to make sure that they can´t be seen.

One of the many bathrooms in the hospital. In one of the stalls, instead of having water in the bowl it´s going to be blood with an floating eyeball. The mirrors will show a quick reflection of someone standing behind you.

One of the many bathrooms in the hospital. In one of the stalls, instead of having water in the bowl it´s going to be blood with an floating eyeball. The mirrors will show a quick reflection of someone standing behind you.

The path to and from the hospital which was the first thing I designed. The music plays at the moment the player sees the hospital in the distance knowing, that´s where you eventually have to go.

The path to and from the hospital which was the first thing I designed. The music plays at the moment the player sees the hospital in the distance knowing, that´s where you eventually have to go.