Black Ice

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    Overview

    Goal

    My goal was to develop a story-driven linear adventure horror level set in an environment inspired by The Thing. I drew influence from the traversal systems of Tomb Raider, the gameplay and atmosphere of Dead Space, and the gameplay-narrative integration of The Last of Us.

    Throughout this project, I pushed myself to advance my adventure level design skills. Specifically, I focused on improving in a few key areas:

    • Rapid iteration based on player feedback
    • Integrating narrative with gameplay spaces
    • High-impact moments
    • Combat and Objective based Progression

    As this was the most ambitious level design project I had taken on, I decided to enroll in the Level Design Bootcamp by Game Design Skills, led by Nathan Kellman. The bootcamp gave me structured guidance, professional feedback, and peer reviews that helped me refine my design process and deliver a level that felt both cohesive and compelling.

    Level Overview & Technique Highlights

    Setting/synopsis:

    The level is set at night in an Antarctic research station that has been overrun by a supernatural corruption. The environment blends collapsed glaciers, ruined buildings, laboratories, and tendril-covered passageways with the harsh, freezing exterior to create a hostile space for traversal and combat.

    The player takes the role of a researcher returning from a supply run, tasked with reaching the drill site to uncover the cause of the outbreak and the fate of the station’s crew. Progression emphasizes scavenging tools, adapting to blocked paths, and choosing between stealth, combat, or environmental solutions to overcome threats.

    Vistas

    Technique & Use-case:

    Implemented vistas to focus player attention onto their overall goals, reinforcing their direction on where to go.

    Context of use-case:

    Players viewed their objectives long before reaching them, such as the outpost and drill site. The final vista engages players’ curiosity and drives them to want to know what comes next.

    Technique Detail:

    • Pods shown ahead that players would later destroy
    • Repeated views of major objectives to reinforce progress
    • Clear sights of combat areas and traversal challenges

    Verticality & Traversal

    Technique & Use-case:

    Used multiple forms of traversal mechanics to make moving around the level engaging, while also reinforcing the feeling of maneuvering through a devastated outpost.

    Context of use-case:

    Verticality made the space feel more compelling as players climbed through collapsed buildings and ice walls. Objectives placed above players created tension and anticipation, while multi-layered environments gave the level a larger, more cohesive feel.

    Technique Detail:

    • Multiple two-tiered buildings to encourage exploration
    • Pods positioned higher than the player creating curiosity and an ominous tone
    • Climbing routes and obstacles spread throughout the level

    Environmental Storytelling

    Technique & Use-case:

    Environmental storytelling was integrated into the level to merge narrative with gameplay, ensuring that story details also served functional purposes.

    Context of use-case:

    These elements influenced the overall flow of the level, shaping how players understood the outpost’s collapse while naturally directing their path forward.

    Technique Detail:

    • Bodies arranged to communicate the outpost’s downfall
    • Blood trails used for both narrative impact and navigation
    • Tendrils marking routes while showing the spread of corruption
    • Notes combining story details with objective direction

    Walkthrough

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    11 Videos
    Beat Overview

    Beat 1: Approaching the Outpost

    The player starts inside a snowmobile shed on the outskirts of an Antarctic research station. Outside is the path towards a glacial collapse, with debris from a collapsed building scattered along the way. The goal is to get to the collapse, and begin to unravel what has happened.

    Process Breakdown

    Overview

    1. Research, Ideation & Planning

    I researched multiple games, real-world references, and other media as sources of inspiration and context for my Antarctic level concept Black Ice. This research informed the process of creating gameplay beats, a 2D layout, and a Level Design Document (LDD).

    • Analyzing Games: Rise of the Tomb Raider, Dead Space, and Deathloop are the games I originally analyzed to gain inspiration for my level design.
    • Researching Real-World References: I researched glacial caves and real world Antarctic research stations for insight into creating realistic spaces.
    • Exploring Other Media: I reviewed imagery from The Thing, Aliens, Harry Potter, and multiple concept art pieces for ideas on how to make a space feel isolated and oppressive.

    2. Level Design Document

    LDD: I developed a comprehensive Level Design Document to centralize and organize all aspects of the project. This document covered the Project Overview, Level Objectives, Narrative and Setting, Core Gameplay Mechanics, Level Beats, Spatial Layouts, Enemy Encounters, NPC placements, Technical Requirements, and Design Principles. It served as a foundation for aligning the vision and maintaining design consistency throughout development.

    Beat Sheet: To visualize the player experience and track progression, I created a beat sheet outlining key gameplay moments such as major objectives, story events, and level transitions. These were placed in chronological order and categorized using a color-coded system to distinguish between narrative, combat, exploration, puzzle, and other gameplay types. This helped in understanding pacing, flow, and balance.

    2D Map layout: I began with a hand-drawn 2D map to explore initial ideas for level structure and player flow. This early sketch helped establish the placement of key beats, enemy encounters, interactive elements, NPCs, items, and cover. Based on feedback, I then created two refined digital iterations to improve clarity, pacing, and spatial logic. Each version built on the last to better support the intended gameplay experience.

    3. Roughout 1

    Results: Created an easily iterable and defined space containing the level’s core geometry, platforms, and gameplay beats. This was a solid framework to continue developing the level’s flow, tone, and atmosphere.

    Goal:The beginning objective was to take the 2D layout, iterate on what needed fixed, and use it to create a fully playable basic 3D level that’s identifiable as the target setting, with entertaining traversal.

    Implementation/execution:

    • I drew inspiration from games like Tomb Raider, Dead Space, Deathloop, and later The Last of Us to inspire the level’s structure.
    • I studied real Antarctic research stations top help guide the creation of my level, especially the interior spaces.
    • I reviewed imagery from The Thing, Aliens, Harry Potter, and multiple concept art pieces for ideas on how to make a space feel isolated and oppressive.
    • Reworked specific sections to have a better sense of play in a 3D space.

    4. Playtest & Iteration 1

    5. Roughout 2

    Results: Further developed all spaces to better match the intended setting and tone, as well as defining them. Improved gameplay through changes from feedback. Developed story moments using narrative barks.

    Goal:This iteration was for fleshing out the level’s structural design, making everything easily identifiable, and ironing out the levels flow. Additionally I wanted to implement character narrative/barks to set the story in motion.

    Implementation/execution:

    • Implemented basic colors to contrast between the snow floors, ice walls, and buildings.
    • Updated all walls and objects throughout the level to fill and define spaces to be more realistic and engaging.
    • Created roofs for all buildings to help them feel like separate spaces.
    • Put lights in all spaces to make the level visible.
    • Added player character monologue barks for hints, story, and guidance.
    • Added enemy zombie speech barks for threat and location tracking as well as tone setting.
    • Added NPC barks and short dialogue for story and guidance.
    • Implemented changes in response to previous feedback.

    6. Playtest & Iteration 2

    7. Roughout 3

    Results: Implementing interactable mechanics and enemies transformed the level into a better gameplay experience. Player flow throughout the level was now fully realized and can be further improved.

    Goal: My goals for this iteration were to rework areas that had vital flow issues and to implement the main mechanics of the level required for combat and level progression.

    Implementation/execution:

    • Redefined the Ice cave into a new space, teaching traversal mechanics.
    • Reworked Main building to flow better.
    • Changed the exterior of the garage entirely for more direct flow, objective visibility, and verticality.
    • Added colors throughout level to better visually differentiate between different floors, walls, buildings, and exterior/interior spaces.
    • Implemented basic enemy zombies that stand stationary, and can be fought in melee combat.
    • Added enemy routes in red lines.
    • Created interactable objects that must be engaged with to progress, being the pods, terminals, and doors.

    8. Playtest & Iteration 3

    9. Roughout 4

    Results: Developed level to it’s fully functional state, getting through all objectives with pacing that matched final intentions. Mechanics and interactions worked as functionally intended for progress.

    Goal: For this iteration I needed to get the level’s spaces to their finalized shapes, and add in any that were still needed. Any confusion from structural guidance needed to be addressed.

    Implementation/execution:

    • Created much needed fully realized level ending.
    • Refined vistas to better set tone and objective guidance.
    • Improved pacing and clarity of objectives throughout level.

    10. Playtest & Iteration 4

    11. Roughout 5

    Results: The level was now at the intended state for visual design to clarify tone, setting, and guidance. Players fully understood the space they were in and how to interact with the environment.

    Goal: The level needed a pass to focus on player guidance through cinematics, lighting, dynamic actions, breadcrumbs, and leading lines. Tone and atmosphere needed to be established and the environment finalized.

    Implementation/execution:

    • Made the level present as nighttime.
    • Added necessary guiding lights throughout level.
    • Made lighting differentiate for exploration, tone, and combat/danger.
    • Added affordances for interactions like locked doors and terminals to attract player attention.
    • Leadings lines with tendrils, power lines, and flags were added, pointing to objectives.
    • Environmental storytelling was used alongside breadcrumbs using trails to guide player toward objective.

    12. Playtest & Iteration 5

    13. Roughout 6

    Results: The level’s structure, gameplay, setting, and tone had now been developed to a finalized state. Players progress through the level experiencing the story and gameplay beats as engaged as intended.

    Goal: Finally, everything that was holding the level back needed to be refined, underselling experiences needed to be fixed. Lighting was far too dark, players struggled, and key moments were not as fun as they needed to be.

    Implementation/execution:

    • Increased exposure and contrast while keeping lights dark to keep the setting night, the tone oppressive, and visibility clear.
    • Reworked first enemy introduction area to be memorable, raising fun and tension levels.
    • Added more visual cues for pod tendrils and terminals to help guide players attentions.
    • Made unintended difficulties regarding combat spaces and traversal easier.

    14. Playtest & Iteration 6