top of page

LEVEL DESIGN

DeadJaw Lodge

Project Status: Completed

Project Type: Solo 

Project Duration: 2 Weeks

Software Used: Farcry Arcade Editor

Primary Role(s): Level Design

About Deadjaw Lodge

Deadjaw Lodge was a personal attempt to explore conveying themes through lighting and environment, over the course of 2 weeks, I built and rebuilt this level with rapid prototyping and playtests in order to make the most meaningful and engaging horror experience for my players. Learning the Farcry Arcade Editor was a great experience for beginner level design.

Download the LDD

Here!

FARCRY 5 AE HORROR MAP_ DeadJaw Lodge 0-50 screenshot.png

Video Playthrough

Design Pillars

Immersion

Atmosphere

Objective
Clarity

writing.png

01

Immersion

Immersion is the cornerstone of compelling game design. As a developer, my mission is to transport players into rich, captivating worlds where they lose themselves in the experience. In this project, my primary goal was to make sure that players felt unsafe even in the quietest moments of the gameplay, animal ambiance, semi - scripted events and well thought out enemy patterns ensured that players never felt like they were "just playing a far cry map"

e5b7bb053e234dd8a11d114a9480afff.gif
26ed973fe0b54aa4b25cb04d3535f89d.gif
77eafdaf7a3840a68d3f6efcca9cb4a3.gif
image.png

02

Atmosphere / Design Process

I always begin concepting a level by building a mood board with 3 central pillars or themes that I would like to explore in my design process. After this, I began looking for assists within the editor that would support the aesthetic and built a personal library of what I could and couldn't use.

03

Objective Clarity

Players shouldn't have to think hard to understand where their next objectives are. It's a fundamental principle guiding my approach to game design. As a developer, I prioritize crafting experiences where players seamlessly understand their next steps. Through intuitive cues like environmental markers and strong level principles. I ensure that players feel empowered and immersed in the game world. With this focus on clarity, I aim to deliver engaging experiences that keep players hooked from start to finish.

FARCRY 5 HORROR MAP_ Deadjaw Lodge Final Build 2-31 screenshot.png
FARCRY 5 HORROR MAP_ Deadjaw Lodge Final Build 2-31 screenshot.png
FARCRY 5 HORROR MAP_ Deadjaw Lodge Final Build 3-4 screenshot.png
599a49_92effc7089c345a2991b93a850812905~mv2.png

Environment Design

599a49_8e8a5584b3db464d8807d188e265ff43~mv2.png
599a49_b13775f287014c14bb999568cbc6cd5b~mv2.png
599a49_09ad29000e554dbca2813a07ae1461dc~mv2.png
599a49_de57a06408044af592500d7dcfb721f7~mv2.png
599a49_0bea07bb058a4b168697f81e4152d8c7~mv2.png
599a49_cd2de0b2988d497395f26509bc1022ae~mv2.png
599a49_2c15a5bc039c4407824268cac4c4322b~mv2.png
599a49_cccd3fae75f84758851232e34af54343~mv2.png
599a49_c289148771454d97b9cef86148d466d1~mv2.png

Outcomes

what did I learn?

  1. Crafting flow within the level using level design principles such as lighting, leading lines, etc
     

  2. Playtesting level metrics and tuning them accordingly
     

  3. Applying UX principles to enhance overall player enjoyment/engagement
     

  4. creating a beat map to create a sense of progression

bottom of page