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Overview

Clock of Death is a map I created for Quake as part of the modding community in my second year of university. The map is inspired by the typical Quake theme of hell and death as well as the series Stranger Things.

individual

Level design

Trench-broom

8 weeks

UNIVERSITY PROJECT

Community release

overview

my responsibilities

 
Responisibilities
  • Designed and implemented environmental challenges, enemy encounters, scripted events, and sequences with the tools provided by the modding community and Trenchbroom

  • Researched Quake player experience, level structure, and design logic

  • Gathered references for the architecture and the theme of the level based on real-life castles and fictional settings

  • Sketched, white-boxed, and set-dressed the level

  • Performed quality assurance through Conditions of Satisfaction, playtesting, and iterating the level

Project Showcase

level showcase

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Project Timeline

project timeline

concepting

level proposal

pre-production

production

release

Playing the reference game

Researching the chosen location

Gameplay ideation sketches

Gameplay dynamics investigation

Level layout sketches

Level pillars and one-liners

Player experience 

Amosphere and location

General level flow, key locations and events

Level sketches

Gameplay sketches

Level one-pager and documentation

Modular kit creation

QA, playtesting and iterations

Iterated white-box block-out

Gameplay implementation

Set-dressing

QA and playtesting

Minor iterations

Lighting

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Level Design Overview

level design

Level one-pager

ClockOfDeatchOnePager_edited.jpg

Level vision

As a Level Designer, I wanted to make a memorable level that gives players overall a thrilling and fun experience through clever usage of enemy encounters, medieval castle architecture, shape language, colors, and lighting. I wanted the level to start from the dungeons and the player has to make his way to the highest floor of the tower where he will encounter a boss enemy in a very dramatic red-lit environment.

Level pillars

Eerie atmosphere, anticipation, and tension

The eerie atmosphere and unexpected enemy encounters increase the tension and dreadful feel of the level and increase the player's emotional immersion in the game.

 

Environment interaction

The environment provides the player with different interactable objects, such as buttons, pressure plates, moving platforms, and collectible keys. The player interacts with the environment to progress in the level as well as to discover secret areas and receive handsome rewards.

Exploration

The level in itself is a medieval-style castle that always makes people curious to explore, with added secrets, the player is motivated even further to explore all the nooks and crannies.

Level sections

My plan from early on was to have in total 4 different sections: dungeons, castle, tower, and the clock room. While they changed in shape and intended gameplay throughout the development, the overall structure of the level remained the same.

Level play-through

Player Experience

player experience breakdown

In the dungeon section, I gave the player a nailgun as the first weapon they received. As the first beat of the level, I introduced the element I used throughout the whole level, which is the door behind which enemies emerge. I also added a small jump-scare moment to make players feel unease and to hone in on the anticipation pillar of the level, however, this encounter could be very safe for them if they remain calm.

In the second section of the dungeon, I let the player fight the fiends they had been introduced to in the first part of the dungeon, but now they are in very real danger. However, to balance the difficulty I gave a lot of room to the player to take care of them. The section has multiple waves of enemies that come after beating the previous wave. As a reward for completing this section, the player receives a key that allows them to access the next area.

In the castle, the player is greeted by some more interesting challenges that aren't very difficult or demanding and allow the player a short breather. In the game beat with zombies, I tried to be more creative and give the player something unusual. However, I don't fully believe it matches the rest of the level. When they reach the courtyard they must be ready for another arena fight with multiple waves of enemies, similar to the one in the dungeon, however, this time they don't have as much space to evade the fiend attacks.

After completing the courtyard game beat, they head to the tower. In this section, I limited the player's movement room a lot and made it challenging through that. These challenges are a bit easier, however, not as easy as the challenges in the castle corridors, so, while it gives the player some rest, it doesn't let them become careless.

The final door room is as I would describe it, a silence before a storm. The player is very close to the end, but they might sense that it seems all too easy. In addition, they still must get the key. When entering the boss room, the player finds themselves in an eerie red light coming from a giant clock, and as a lot of players confirmed during testing, it's the most memorable location in the whole level. In this room, in very cramped conditions, they must survive a few waves of enemies and a schambler.

Workflow Breakdown

workflow breakdown

research

A big part of the research included playing Quake and understanding its design. I replayed the levels many times and created a breakdown of these levels, their player experience, layout, flow, etc. Based on that I constructed guidelines for my level creation to make sure that my level would feel like Quake level. On top of that, I worked with reference images, mostly of places that I have visited.

sketching

As this project was my first fully level-design-focused project, I had some time to experiment with different sketching methods. I tried isometric, perspective, and freehand sketching. All of these I found useful in their own way and my sketching skills improved as a result.

gym level

Although this wasn't my first time using a gym in my level development, I struggled to find a good way to use it. I didn't fully understand the purpose of a gym back then, and thus, I didn't utilize it as much as I could have.

modular kit 

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Modelling in Trenchbroom was a challenge, however, once I got used to it, it became an enjoyable process. I was familiar with modelling in Blender and switching to Trenchbroom was difficult at first, however, it improved my capability to adapt to different 3D modelling tools.

block-out

The most important skill I learned while blocking out the level and gameplay, was working with systems made by others. In previous projects, I could mostly work with the systems I created myself, however, in this project, I had to learn how to use the systems provided to me by other people, which I consider one of the most important skills for a level designer.

testing and iterations

For quality assurance, I used the Conditions of Satisfaction (CoS) document, where I described the intended outcome of each level section and recorded their progress by assigning missing, functional, playable or presentable tags to them.

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To record the progress of my level, I kept a design and a development log. In the design log, I recorded each section and their design progress separately, recording their current state, playtest data, possible iteration and iterations made on those sections. In the development log, I recorded more high-level progress of the level. I included the CoS document, screenshots, gameplay video and playtest data for each version of the level in my development log for a better overview of the progress of the level. 

Design log

Käty Y2 board - Design log.jpg

Development log

Käty Y2 board - Project development timeline.jpg

I based all my iterations on the feedback from the players and my teachers. I conducted playtests regularly with new and recurring playtesters. During the playtest I observed players' reactions and actions without interacting with the players. After they played my level I asked them a few questions about my level, trying to avoid guiding their opinion too much. During iterating, I focused mostly on iterating the layout, flow, balancing, enemy encounter, intended player experience, and player guidance.

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