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OverNight

During the planning phase of this project, I focused on conceptualizing both the layout and the overall vision for the level. This included sketching and iterating on basic maps to explore spatial design, as well as beginning the documentation process. I brainstormed and refined ideas related to story and lore, gameplay mechanics, and the level’s aesthetic direction.

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Mapping & Concept process

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The Blockout

During the blockout phase, I focused on crafting a realistic spatial layout to ground the player in the hotel environment. My goal was to convey a sense of unease and isolation through visual storytelling. To achieve this, I utilized a black-and-white color scheme complemented by temperature-based lighting. This approach enhances the grim atmosphere and reinforces the eerie feeling of being trapped in the hotel overnight.

Early Level Walk - through

This video captures the early level design and prototyping process.
It primarily showcases the initial stages of task generation and the delivery pipeline. Tasks are created based on predefined constraints, illustrating how early gameplay logic and objectives were structured during development.

Mechanics Breakdown: Tasks System

Design Concepts

During the blockout process, I focused on integrating key design principles to enhance both functionality and storytelling. One example is the use of shape language—circular rugs and soft, rounded furniture in the lobby help convey a sense of calm and comfort. I also employed environmental storytelling throughout the level, such as setting up conversation areas with subtly displaced chairs to suggest prior activity, or arranging chairs atop tables in the restaurant to clearly indicate that it’s closed for the night.

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