
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
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
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