First room

The player starts in a medium sized room stood next to a ladder coming down from a sewer grate. The first thing the player sees is are the railings, currently displayed as red rectangles. These railings are leading lines (Shaver, 2018) that will guide the player through this segment of the level. The lighting in this room will be extremely limited, the light sources will be a slight light coming down from the grate and the players torch. Light from the next room will flood through the tunnel highlighting (Yang, 2018) the path for the player to take. When designing the level as a whole, I made sure to think about the interest curve (Schell, 2008) the player would go through. Due to this being the first room they see, the players interest will be quite high. The next area they will experience is a short tunnel between this room and the next, their interest will drop slightly providing a break of sorts.

First room tunnel

When the player reaches the end of the first room, they are met with a tunnel. This tunnel has a small opening (Shaver, 2018) which will interest the player and make them want to see what is at the other end. I have also used the end of the tunnel to frame (Shaver, 2018) the next area. The player is leaving a small tunnel and entering a large room with a high ceiling.

Second room

When the player enters the second room, they are met with huge bars blocking their way. This will force them to look around the area to find a way past the bars. I intend on using a flashing spotlight to draw the players attention (Yang, 2018) to the doorway on the left side of the room. The light will draw the player to the door, but the opening (Shaver, 2018) itself will interest the player, causing them to move through it. This will raise the interest of the player, causing the curve (Schell, 2008) to go up.

Small pipe room

I have framed (Shaver, 2018) the room ahead of the doorway so that the player sees a single red pipe. This leading line (Shaver, 2018) will make the player look to the sides when entering the room, causing them to see another doorway. Having gone through the doorway to find another, the players interest will still be high. This room will be dimly lit so that the player is able to see the pipe without having to move to the very end of the tunnel.

Stairwell

The stairwell is a break (Schell, 2008) between aspects. It is an unremarkable zone that the player will want to get through.

Vents

Once the player reaches the top of the stairs, they will find a completely dark ventilation area. They will have to navigate through this maze to find the way to the next area. This will greatly raise the interest (Schell, 2008) of the player as they will have search around in almost total darkness to find the exit.

Second half of second room

Once the player navigates their way through the ventilation area, they will find a drop that leads into the second half of the second room that was previously blocked by the bars. This drop is a valve (Shaver, 2018) that will cause the player to be unable to backtrack once they drop down. When in this area the player will find that they must drop down a hole into another area.

Mine

Now in the mines, the light is limited to only the torch of the player. They must navigate this area and find a way out. On the ground are rails which will act as leading lines (Shaver, 2018) for the player, guiding them through the area. I have also places carts at various points along the rails to act as landmarks (Shaver, 2018) for the player, orienting them if they are to get lost. Due to being a dark area and having to find the exit, the interest of the player (Schell, 2008) will rise once again. Once the player gets to the end of the area, they will find a small opening (Shaver, 2018) with a small amount of light pouring out of it to entice the player (Yang, 2018), this will cause the to move towards it.

Cave entrance

As the player moves through the small tunnel, a tree with light shining down onto it will come into sight. This landmark (Shaver, 2018) being highlighted (Yang, 2018) will draw the player towards it while also generating interest (Schell, 2008) in what is ahead.

Cave

When the player leaves the small cave tunnel, they will find themselves in a much larger cave area. In the center is a large tree which will have light shining down onto it, highlighting it and also lighting the rest of the area. The player will be looking down on the area from a vantage point, this will allow them to observe the area and decide what they will do before dropping down. The player will see on the left, a tunnel that leads them to a new area and on the right cave paintings. The textures (Shaver, 2018) on these paintings will tell the story of the area to the player but also guide them to the next area. The interest of the player will almost be at it’s peak (Schell, 2008) being in this area.

Cave tunnel

The interest of the player will drop when moving this the cave tunnel, it is a break area (Schell, 2008).

Jumping segment

The next area at the end of the tunnel is a jumping puzzle, this will raise the interest of the player again as they are having to engage with the level to make it to the next segment. The tunnel at the other side of this level will have the warm light of flames coming through, this will highlight (Yang, 2018) the exit but also interest the player, making them wonder what will be through the tunnel (Shaver, 2018).

Crypt

The final area of the level is a large platform surrounded by flaming torches. In the middle sits a sarcophagus which the player will move towards. The interest (Schell, 2008) will be at its peak due to this being the very end of the level. Once the player reaches the sarcophagus, the torches and the players torch will go out leaving them in total darkness. This is the end of the level and will leave the player intrigued, wondering what happened.

GDC (2018) Level Design Workshop: Blockmesh and Lighting Tips [Video] Available online: https://www.youtube.com/watch?v=09r1B9cVEQY [Accessed 02/12/2021]

Shaver. D. (2018) Invisible Intuition: Blockmesh and Lighting Tips to Guide Players and Set The Mood [Presentation] Available online: https://www.youtube.com/watch?v=09r1B9cVEQY [Accessed 02/12/2021]

Yang. R. (2018) Level Design Workshop, “Invisible Intuition…” How To Light A Level [Presentation] Available online: https://www.youtube.com/watch?v=09r1B9cVEQY [Accessed 02/12/2021]

Schell, J. (2008) The Art of Game Design: A Book of Lenses. Burlington, MA: Morgan Kaufmann Publishers.