Level Design

Narrative in the Environment

There is a large focus on baking the narrative into the environment. As a group we decided that a hub based level architecture, would allow us to explore Pauls current mental state more than a linear level map.

The hub area is a representation of Pauls mental state, he is locked in, fixated on a fleeting memory of the murder he is charged with. The portal is the gateway to the memory, but the path is destroyed, all he can see is the image on the surface. He’s effectively trapped. In this scene I have used a spotlight and cookie to create a shadow effect similar to what you would find from the window in a jail cell, alluding to this.

I designed the broken path as a representation of your progress both in the game in terms of levels (progress unlocking the final memory), and your progress in the narrative; freeing Paul from his own mind. Each memory recovered from a level visually fixes a section of the path in front of your eyes reinforcing this.

bricks

After walking round in circles for a while you end up in the above corridor, this corridor is a transition layer from the circular, monotonous level (life) in the previous section and is representative of change, it feels cold and depressing. I created the destruction in the corridor to symbolise both the old life falling away after Paul became a champion Jockey and your transition though the wrapping corridor puzzle section. Once you reach the corner and push through the "race" area the lighting has changed, the overhead lights are still slightly cold but there is an added warmth from the lamps.

Much of the envoronment is intended to feel vacant but still have context

Initial concepts to final

Below is one of my original sketches made to create a puzzle out of Paul's old home office, I was trying to use the space and have the player explore the environment so we could add environmental story elements. Below that is the final office scene, the layout and puzzle is slightly diferent, however it accomplishes the same task. While I do like the final layout, I think that the atmosphere and narrative tone in this room feels wrong for the game.

designoffice
realoffice