DREAMSTATE
level design case study
DREAMSTATE
level design case study
You wake up in a vibrant, colorful, hazy world, unlike anything you’ve ever seen before. You don’t remember much, or how you got there. You frolic around an island floating in the sky, explore a cozy village setting, teeming with magical plants and flowers. You begin to notice there’s something off, hearing sounds that don't sound like they belong, sounds that unravel more about who you are, and how you got there.
You wake up in a vibrant, colorful, hazy world, unlike anything you’ve ever seen before. You don’t remember much, or how you got there. You frolic around an island floating in the sky, explore a cozy village setting, teeming with magical plants and flowers. You begin to notice there’s something off, hearing sounds that don't sound like they belong, sounds that unravel more about who you are, and how you got there.
FULL LEVEL PLAYTHROUGH
FULL LEVEL PLAYTHROUGH
ASSIGNMENT: Design an experience that tells a story utilizing visual storytelling, audio design, and level design elements using any medium.
PLANNING & IDEATION
Initial Sequence / Map Sketch
SEQUENCE WRITE-UP
START: fully colorful and bright fantasy sky island world
Island #1 - Normal
Audio: calm piano
Player Action: Maneuver from island to island
Island #2 - Graveyard
Audio: car crash sound, scream (hazy)
Visual Cue: trees turn black , prior island turns black
Island #3 - The Village
Audio: music intensifies, hospital beeps play
Visual Cue: some village buildings turn black, some remain colorful (noticeable)
Island #4 - Farm
Audio: Music intensifies, strong ‘wind’, heart beat starts (builds tension)
Visual Cue: entire sky turns black after crossing bridge, sky islands in background turn black
Island #5 - The Tower
Audio: Music reaches climax (high notes signifying heaven / the end)
Visual Cue: Final colorful island with tower turns black
Player Action: final door passageway into the tower (walking into the light)
END: quick cut to black
Audio: flatline sound, music stops
Environment Sketch
PLANNING & IDEATION
ASSIGNMENT: Design an experience that tells a story utilizing visual storytelling, audio design, and level design elements using any medium.
Initial Sequence / Map Sketch
Environment Sketch
SEQUENCE WRITE-UP
START: fully colorful and bright fantasy sky island world
Island #1 - Normal
Audio: calm piano
Player Action: Maneuver from island to island
Island #2 - Graveyard
Audio: car crash sound, scream (hazy)
Visual Cue: trees turn black , prior island turns black
Island #3 - The Village
Audio: music intensifies, hospital beeps play
Visual Cue: some village buildings turn black, some remain colorful (noticeable)
Island #4 - Farm
Audio: Music intensifies, strong ‘wind’, heart beat starts (builds tension)
Visual Cue: entire sky turns black after crossing bridge, sky islands in background turn black
Island #5 - The Tower
Audio: Music reaches climax (high notes signifying heaven / the end)
Visual Cue: Final colorful island with tower turns black
Player Action: final door passageway into the tower (walking into the light)
END: quick cut to black
Audio: flatline sound, music stops
CINEMATIC EDIT
For a student film festival at USC, I shot & edited together a cinematic sequence of the level.
CINEMATIC EDIT
For a student film festival at USC, I shot & edited together a cinematic sequence of the level.