Level Design

Overview

Sister’s Shadow level design has evolved a bit since its conception. The original idea anchored 2 main areas with a central zone. It included some backtracking and had a final area that you unlocked after going between the two zones. In the redesign of the map this structure expanded massively, but kept the original vision. Now it had 4 major zones with areas within them all connected to a very central hub that connected between the 4 zones.

Iteration 1

The original concept took a lot of inspiration from the Resident Evil series’ first title. The idea of traveling to and from on a rundown estate was easily expandable and fun to work with. Standard to this gameplay were some small puzzle elements and the addition of minor backtracking. The vision was there but needed some refinement.

Iteration 2

Starting on iteration 2 with new team members on the team, I was able to take a step back and design the world and map a little better. I took the vision of the first prototype and turned it into a fully traversable map. It featured 4 major zones, minor areas in each zone, and the game flow from this point forward was more or less set. While populating the map didn’t come to fruition, the blockout and the overall texturing were finished.

Before & After