Level Designer

The Veiled District
DESCRIPTION
After waking up unconscious on a bus, Kani recalls the police raid on her hometown, Dharavi, and attempts to escape armed guards to reunite with her family.
As she makes her way back, a series of unfolding events and environmental encounters gradually reveal what is truly happening and why Dharavi was targeted.
ROLES AND TASKS
During the Development Cycle of the project, I act as the Level Designer
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Ideating and Documenting Level
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Gathering Refs & Sketching Layouts
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Making LDDs
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Blocking Out Level
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Iterating on Feedback
OVERVIEW




PROJECT BREAKDOWN
After waking up unconscious on a bus, Kani recalls the police raid on her hometown, Dharavi, and attempts to escape armed guards to reunite with her family.
As she makes her way back, a series of unfolding events and environmental encounters gradually reveal what is truly happening and why Dharavi was targeted.
GOALS
After waking up unconscious on a bus, Kani recalls the police raid on her hometown, Dharavi, and attempts to escape armed guards to reunite with her family.
As she makes her way back, a series of unfolding events and environmental encounters gradually reveal what is truly happening and why Dharavi was targeted.
DESIGN PILLARS
IUKEFNUISEF
FGEIUHIUEE
GEIUHISEFIE


Pacing & Gameplay Beats

4. Explore Abandoned Flat

7. Explore Ruined Slum

2. Statue Breaks Down

5. Reveal of Guarded Road

8. Reach Redevelopment Disrict

3. Gunshots Nearby

6. Cross Guarded Road

9. Walk Through Factory
Walkthrough & Design
ACT 01
Events



ACT BREAKDOWN
After waking up unconscious on a bus, Kani recalls the police raid on her hometown, Dharavi, and attempts to escape armed guards to reunite with her family.
As she makes her way back, a series of unfolding events and environmental encounters gradually reveal what is truly happening and why Dharavi was targeted.

Design Techniques

LANDMARK
As the player starts the game, the first thing they see, is the silhouette of a statue ahead of them, the statue stands out and acts as a Weenie guiding them ahead

BAIT & SWITCH
As the player progresses, an open road with a light is also revealed, hinting it as the next way through.
Then immediately a rioter throws a molotov at the statue, blocking the only pathway in front of them
I then reveal a new pathway on the side through a small apartment

LEADING THE PLAYER
After a moment of silence, chaos ensues again, as the lights and sounds of gunshots near a building leads the player to look at a nearby building.
The open window and Cold Temperature Light of the TV stands out from the Warm Lighting around the street, leading the player to go through this side path

BREADCRUMBING
As the player progresses, an open road with a light is also revealed, hinting it as the next way through.
Then immediately a rioter throws a molotov at the statue, blocking the only pathway in front of them
I then reveal a new pathway on the side through a small apartment
ACT 02
Events



ACT BREAKDOWN
After waking up unconscious on a bus, Kani recalls the police raid on her hometown, Dharavi, and attempts to escape armed guards to reunite with her family.
As she makes her way back, a series of unfolding events and environmental encounters gradually reveal what is truly happening and why Dharavi was targeted.


SIGNPOSTING
As the player progresses, an open road with a light is also revealed, hinting it as the next way through.
Then immediately a rioter throws a molotov at the statue, blocking the only pathway in front of them
I then reveal a new pathway on the side through a small apartment

SCRIPTED ENCOUNTER
After a moment of silence, chaos ensues again, as the lights and sounds of gunshots near a building leads the player to look at a nearby building.
The open window and Cold Temperature Light of the TV stands out from the Warm Lighting around the street, leading the player to go through this side path

POIs
As the player progresses, an open road with a light is also revealed, hinting it as the next way through.
Then immediately a rioter throws a molotov at the statue, blocking the only pathway in front of them
I then reveal a new pathway on the side through a small apartment

AFFORDANCES
After a moment of silence, chaos ensues again, as the lights and sounds of gunshots near a building leads the player to look at a nearby building.
The open window and Cold Temperature Light of the TV stands out from the Warm Lighting around the street, leading the player to go through this side path
ACT 03
Events



ACT BREAKDOWN
After waking up unconscious on a bus, Kani recalls the police raid on her hometown, Dharavi, and attempts to escape armed guards to reunite with her family.
As she makes her way back, a series of unfolding events and environmental encounters gradually reveal what is truly happening and why Dharavi was targeted.


ARCHITECTURE
As the player progresses, an open road with a light is also revealed, hinting it as the next way through.
Then immediately a rioter throws a molotov at the statue, blocking the only pathway in front of them
I then reveal a new pathway on the side through a small apartment

FORESHADOW
After a moment of silence, chaos ensues again, as the lights and sounds of gunshots near a building leads the player to look at a nearby building.
The open window and Cold Temperature Light of the TV stands out from the Warm Lighting around the street, leading the player to go through this side path

FUNNEL BEFORE REVEAL
As the player progresses, an open road with a light is also revealed, hinting it as the next way through.
Then immediately a rioter throws a molotov at the statue, blocking the only pathway in front of them
I then reveal a new pathway on the side through a small apartment

BAIT & SWITCH pt.2
After a moment of silence, chaos ensues again, as the lights and sounds of gunshots near a building leads the player to look at a nearby building.
The open window and Cold Temperature Light of the TV stands out from the Warm Lighting around the street, leading the player to go through this side path




APARTMENT BUILDING
I use smaller Cold Temperature Lights to set the mood of the apartment, to create more tension and fear in the place
That along with the hum of the tv, total quietness and disheveled house sets the mood of the apartment in an eerie way
THE STREETS
I use smaller Cold Temperature Lights to set the mood of the apartment, to create more tension and fear in the place
That along with the hum of the tv, total quietness and disheveled house sets the mood of the apartment in an eerie way
SLUMS
I use smaller Cold Temperature Lights to set the mood of the apartment, to create more tension and fear in the place
That along with the hum of the tv, total quietness and disheveled house sets the mood of the apartment in an eerie way
LIGHTING
I use smaller Cold Temperature Lights to set the mood of the apartment, to create more tension and fear in the place
That along with the hum of the tv, total quietness and disheveled house sets the mood of the apartment in an eerie way
WORLDBUILDING



Establishing Shot
The player starts on a unusually Dark and Gloomy Street, A Riot has taken place and its events has lead to a burnning and foggy street. The Player is Directly glued to the Statue upfront, acting as a Guidance which hopefully leads to a safe zone.
THE PROCESS

Gathering References
For Inspiration I gathered multiple reference images, and categorized them into multiple headings. From this I jotted down level ideas, as well Observations on the details. I would use these observtions as my guiding lines when starting the blockout
Sketching and Figuring out Beats
I started with a very rough sketch on paper, just to note things down, with that I later figured down the beats and what happens every beat.
Once I had the Beats layed out, I started drawing every sequence in proper detail, stuff like how long every beat would be, enemy placement, explorable areas etc.
Finally after sketching out all the beats, I drew multiple version of the map by placing the beats in multiple layout versions





Iterations
I During the Blockout stage, the level went through multiple iterations, as i figured how I want sequences to occur. Setting up Sightlines, Explorable Areas, Triggering Cutscenes etc.

Playtests
Throughout the Development of the game, I conducted multiple playtests with 30+ people
After the Playtests, the playtesters would answer a specific set of questions which I would note down, I would also write down some observations by watching them play the game.
I collated all of these into a big Feedback Document, noting down multiple possible solutions based on them, which would then be shared with the entire team for further discussion.
These Playtests Collated to Multiple additions to the game such as



Knockback Indicator
QuickShots
Dynamic Camera
My Role And Responsibilities as Scrummaster
I took over the role of Scrum Master from Week 3 to Week 8 of production.
During this period, I ran the Daily Standups, Sprint Reviews, and Retrospectives, and I was responsible for managing the KanbanFlow board.
I also met with each discipline to help streamline their workflow for the sprint, track progress with burndown charts, and ensure the team stayed aligned and on schedule.
Reflection
Overall, I'm very happy with how the project progressed. I started this as a side project during my usual classes to improve upon my level design skills. Mainly in creating more Detailed Blockout and Environmental Storytelling, while trying to mimick a proper Industry Workflow. This is still a WIP project and ill update the project as it progresses.




