Alexandre Séguin

The Obscura Experiment

(final version)

Bachelor’s degree’s final project

The Obscura Experiment is a project realized as part of my bachelor's degree in video game creation at UQAT. The game has undergone major changes compared to the proof-of-concept version (V1).


¤ Time: 15 weeks

¤ Team of 20+ people (game studio's simulation)

¤ Engine: Unreal Engine 5

¤ Roles: Level/Narrative design

TABLE OF CONTENT

1. My tasks

2. Results

3. Paper design, blocking and props placement

(L0, L1 and L2)

4. Narrative and objectives

5. Major design changes

6. More information + credits

Gameplay

My tasks

- Paper design (L0)

Present the room intentions as PowerPoints to the artists and designers, then draw the level on a paper grid with Photoshop/Clip Studio Paint.


- Blocking (L1)

Greyboxing and level construction on Unreal with modular props.


- Props placement (L2)

Work with the level artists to place props according to the desired level flow.


- Writing narrative beats and level objectives

Based on the game design intentions.


- Communication with leads, creative director and level artists

Ask for feedback or suggestions when I do one or multiple important modifications and more.


Results

New level based on new intentions.

¤ The game underwent major design changes where multiple systems were removed (oxygen) or modified (cameras, generators).


¤ A new level was therefore built to meet the new wanted experience. The layout retains the effects of alienation, stress and doubt of the previous version, while creating less confusion for players.

Strategies and agency for the player

¤ The new level contains multiple rooms and paths offering players strategies such as locking the monster in a room.


¤ Some rooms have specific layouts where the protagonist can "run" around in circles with the creature without getting caught or breaking the flow like in the previous iteration.

Player-friendly object placement

¤ The locations of the generators have been designed so that the player can use them to lure the creature away from their objectives (computers) and paths.


¤ The tablet's recharging stations are also placed where players can see them while completing their objectives.

Paper design, blocking and props placement

(L0, L1 and L2)

Paper design (L0)

¤ The game takes place in a spaceship/space station divided into three zones: zone A (engines), zone B (laboratories) and zone C (dormitories).


¤ Many of the rooms have at least two different exits to avoid creating dead ends (which can be frustrating). Rooms with dead ends (like the Lab Storage) contains a generator so players can use them as bait.


¤ The new level has solved the previous map's major design flaw: the level is no longer symmetrical + all rooms have unique props/landmarks, differentiating each one.

Zone A’s golden path

Zone B’s golden path

Zone C’s golden path

Blocking (L1)

¤ Blocking made with modular props created by one of the team's environment artists based on metrics set by the grid. This allowed me to build the level faster.


¤ Use of blueprint props (with modifiable parameters) created by our programmers to create walls and floors.

Placement of environmental assets and scripted events (L2)

¤ Teamwork with the level artists to place environmental objects according to the identified rooms.


¤ We placed some props at an angle to orient the player towards his/her objectives.


¤ Teamwork with programmers to code, then place scripted events (trigger boxes) based on the narrative beats.


Narrative and objectives

¤ Horror game, so the main purpose is to create a rollercoaster of tension and stress.


¤ Drafted a flowchart summarizing the level's actions/quest for programmers and sound designers to place triggers for scripted events, dialogues and sounds.


¤ There are more scripted events (e.g. jumpscares) than in the proof of concept due to major design changes (see below).


¤ Writing the narrative beats helped me with the level design (modify level's blocking or move objects to match the objective, for example).

Major design changes

Modified and removed systems

¤ The generators and cameras have been completely reworked: generators can be activated via the tablet and cameras are accessible in the central hub, the new safety zone.


¤ The oxygen system has been removed from the game to reduce the difficulty for players.


¤ These changes affect the level design: generators are placed in locations outside the golden path, and a large proportion of the cameras are aimed at important parts of the golden path (doors, computers).

A more linear story

¤ The story is spread over a single level and separated across the ship's three zones.


¤ More linear story = more scripted events that can create the desired moments of tension.


¤ The final objective is to activate all of the ship's computers, so the level design has been adapted to help players flow through the linear parts while offering agency in the final part of the game.

More information

Credits

My amazing team - for all the assets created, coded and more!


Special thanks to:


UQAT professors for their great help and feedback on the project!

University of Montréal's sound team for their amazing sounds and soundtracks!