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SUB Umbra
third person action thriller

In progress footage - project is in development

Production time:

  • 15 weeks half-time

Engine:

  • Unreal Engine

  • ​Custom built engine

Made at The Game Assembly by:

Jiggli.png

Team:

  • 2 Animators

  • 4 Graphical Artists

  • 3 Level Designers

  • 6 Programmers

  • 3 Technical artists

My Contributions

  • Designed level 1 out of 3.

  • Level art/propping level 1.

  • Member of the environment and gameplay taskforce.

  • Part of the taskforce that established metrics for the team to work with.

Early blockout

trainstation_overview.png

Final level

progresspic.jpg

I was inspired by Lund C, a real train station, while creating my first blockout. It was then iterated upon based on playtest feedback and to accommodate the game's vision and pacing.

Reflections

Working with a third-person camera in an indoor environment meant that precise metrics had to be followed when designing levels. We thoroughly studied our reference game, Alan Wake 2, while determining environment and player metrics to ensure that it felt good to move around the levels. For this project, the team decided that we wanted seamless transitions between each level, which meant that we, the level designers, had to communicate and plan early on how that would look. Since the game is set in an underground train station, we planned out the holistic design and environment, which ensured that the levels wouldn't be redundant in size and layout. We also planned how the levels would grow in difficulty by progressively introducing new abilities and enemies.

PROJECT SHOWREEL

Feel free to scroll through some in progress pictures from the project below.

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