Alien Escape

About the Project

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.

Notable Level Design Elements

  • Circular map layout: Allows the player to continuously rotate around the environment, making it possible to escape the alien.
  • A complex network of corridors, passages, and interconnected rooms: Adds an extra layer of strategy and positioning for the player.
  • Strategic room placement: Forces the player to stay on the move, preventing safe zones or long-term hiding spots.
  • Lighting, FX, and sound design: Not only enhance immersion and heighten the player’s senses but also make it harder to pinpoint the exact location of the lurking threat.

Design Process

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.

Role

Level Designer & 3D Artist

Technologies Used

Unreal Engine, Maya, ZBrush

Development Period

01/04/2024 - 23/05/2024

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Development Process

Map creation in Figma, and final map screenshot from Unity.

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