Alien was developed as part of a 3D Environments course, where the main objective was to create modular 3D assets, visual effects, and other technical elements to build a complete scene for a video game or film of our choice.
My team and I decided to reinterpret a setting inspired by the movie Alien, creating a game where the player is trapped in a space station after someone—or something—has already eliminated the rest of the crew.
While the project was a significant achievement in 3D modeling, my main focus was Level Design, as I was one of the primary designers responsible for the map layout and key design decisions.
Since the game’s environment is one where being seen by the alien means near-certain death, we needed to create challenging situations while still providing opportunities for movement, distraction, and decision-making.
Once the team agreed on the core characteristics of the map, the designers started working on building an environment that integrated all the previously mentioned elements. We began with a blockout, testing scale, movement, and overall layout, making small adjustments until we achieved a result we were satisfied with.
This was an incredibly engaging project, both from a 3D modeling and Level Design perspective. It allowed me to gain valuable insight into the design principles behind psychological horror games, which focus less on fast-paced action and more on tension, atmosphere, and player psychology.
Level Designer & 3D Artist
Unreal Engine, Maya, ZBrush
01/04/2024 - 23/05/2024
Map creation in Figma, and final map screenshot from Unity.