top of page

Supper Massive Games

Roles in Project

Level Designer

A project focusing on creation a game experience in the vein of a game from SupperMassiveGame's Dark Pictures anthology.

Planning and Concept creation

In this project we were tasked to create a game experience inspired by the game “House of Ashes”, I worked in it as the Level Designer.

My main aim was to create an environment that is oppressive and captures the essence of the original game and do this whilst collaborating with other students in other courses and managing what we need from them.

Production

The main aim for my level design was to collaborate well with my fellow game designer.

The main idea for the level was for the environment to become progressively narrower and claustrophobic, as well as be able to guide the player to the correct areas and use lighting correctly.

I was also in continuous contact with the model makers as I and my fellow designer sent them a list of various models, we needed them to create the rest of models and textures I needed, I easily searched for the correct equivalent from asset packs.

Final Thoughts

The map design was successful in creating an increasingly suspenseful and claustrophobic experience that guided players to the correct point via my use of lighting whilst making it feel natural and not artificial.

©2022 by Carlos Andres Romero Garcia. Proudly created with Wix.com

bottom of page