Hanwen Xu – Level Design

This is the level design and the flow markings for my game. There are no elevation drawings because everything takes place on a single floor of an indoor environment.

Everything is marked on the map. There are some details yet to be marked. They are specific items related to the puzzles inside the level. Some of them are not determined yet, so I left them blank. For example, I did not determine what would be inside the locker that the main character could use to proceed. But I will figure it out sooner or later, and the placement of the interior should be fixed.
At the end of the game, after the player gets the homework, the bathroom with the warp hole will light up (or do something to attract the player). And the player can either choose to be brave and go to the bathroom (after seeing the corpse of a toilet, spooky!) or return to where they came from. The prior one can unlock the true ending, which brings the player to the toilet world!
The window on the side of the classroom ensures the player can see what is inside the classroom (the homework will be hidden after a table). The chaotic classroom can add up to the tension of the game.
And last but not least, this is how the level looks in Unity. The hallway and toilet might be too narrow after seeing it in Unity. I will make more room for them in the next iteration.

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