UnrealED 3rd person survival horror.
The following images are screen shots from a 3rd person survival horror level created in UnrealED 3. A key mechanic of the game is chase; the player must flee from a small number of invincible enemies, which are hunting them down. The enemies run fast but can be outsmarted by using the environment to confuse or damage the pursuers. The level is situated in a dying city, which nature has begun to reclaim.
Whilst designing this level I wanted the player to feel trapped and paranoid whilst still in control. Through the use enclosed spaces and alleyways I was able to reinforce these feelings. Each section of the level presents the player with a chase (or at least the illusion of a chase) and forces them play to progress further into the concrete prison. The players paranoia stems from the varied and unpredictable pace of the level, coupled with the enemies constant tormenting of the player. The player is often lured into a false sense of security, only to have it later undermined by the direct presence of enemies, this helps to heighten the tension.
As neurologist Robert Sapolsky argues the two things that create happiness are control and if you cannot have control then predictability. With predictability the level would lose all tension. Therefore a lot of thought went into making the player feel vulnerable yet in control. I focused on leading the player through the environment by the use of clear geometry, easily definable signifiers and land marks. Nature’s reclamation of the city allowed the placement of giant contorted trees which act as key signifiers throughout the level, their presence pierces through the cement skyline. Old and dishevelled street lights also add a glimmer of guidance against the darkening dusk sky.
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Over head level layout for 3rd person horror level. (Click image for full size)
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