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Escape the nightmare you woke up to using the ancient weaponry of another world and hack and slash your way through the gritty, dark dungeons of an Eldritch prison filled with otherworldly horrors before you succumb to the vile magic of your jailors

Abyssal Dread level and lighting design
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  • First Person Melee, fast paced dungeon crawler in an eldritch dungeon

  • Designer; level, environment, lighting, encounters (spawns and pick ups)

  • Made in Unreal Engine

  • Team Of 7 including 2 programmers, 2 artists, 2 designers and 1 animator

  • Awards; Falmouth Games Academy Expo, Peoples choice award for best game, Cohesive art style 

For this game project Abyssal Dread I am a Designer, specialising in level and environment design. my contribution to the game is creating 4 out of the 5 levels; tutorial, level 1, level 3, the final fight 'boss battle' all designed and planed by me with feedback from the team. Along side the level design I also created the lighting design across those levels with help from Mateusz one of our artists. 

                                 other contributions; Motion capture acting, pitching, design documentation

Abyssal Dread: Official Trailer
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The Abyssal Dread game trailer is a short video, showing the combination of game play and level design. Through in game footage and cinematics, the trailer helps new players understand the theme and genre of the game giving them a preview of what's to come if they chose to download and play

Inspiration 

My level designs are inspired by classic boomer shooters like Doom for their intense gameplay, while the thematic elements, lighting design, and overall ambiance draw from H.P. Lovecraft's works. The main prison in the first level takes insperation from "Guardians of the Galaxy Volume 1," specifically the prison scene, contributing to a well-designed and structured level with multiple layers. This inspiration has elevated the gameplay experience, creating an immersive and organized environment for players.

Block Outs

Embarking on the initial blockout phase after numerous iterations of map layout planning. Blockouts hold paramount importance for designers, providing a visual representation of the level. This visual aid facilitates the creation of diverse variations, allowing adjustments for optimal level flow and ensuring alignment with the game's theme and style.

Develope

Engaging in iterative processes for the level and actively seeking feedback from playtesters. This developmental stage allows me to enhance and address any issues within the level, offering valuable insights into how players navigate through the space. Identifying specific areas where players might face confusion or get lost provides crucial information, enabling me to make informed adjustments and ultimately create a more immersive and enjoyable experience.

Polish

Initiating the polishing phase after numerous iterations based on feedback and additional ideas for the level. Utilizing the assets provided by our artist, I systematically replace the initial blockout elements with the new game assets. This process involves continuous changes and iterations throughout, ensuring the level evolves to best suit the intended player experience.

Design process

Download

The button below will take you directly to Voidinkcorporateds Abyssal Dread

itch.io page where the game is available to download.

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