Hospital

Goal: Suspense through uncertainty

Initial Concept + First Greybox

The player’s own paranoia can be one of the greatest tools when designing a horror game, so this level was designed to make the player feel exposed and uncertain of where the enemy is.

I did this by having several intersecting corridors and forcing players into claustrophobic spaces in order to progress. Because of this layout, players are paranoid the enemy is just around this next corner.

The enemy AI adapts to player behavior, so I designed this level with both stealthy and aggressive playstyles in mind.

Iteration

Before

After

Problem: Players spend too much time moving from one point to another

Solution: Remove weak areas, shrink hallways, rearrange sections so they connect to each other easier

Result: The map is more connected and players spend less time backtracking

Problem: The map feels flat

Solution: Have varying ceiling heights, vantage points, and exposed staircases

Result: The level feels like a real building and is more interesting

Before
After

Problem: The exterior is bland

Solution: Redesign the exterior and add more entrances

Result: The player has more choices on how they approach the level, the building has more personality and environmental storytelling is supported

Before
After

Final Version

The player experience is now A B and C

The level successfully achieves X Y and Z

And I learned A B and C