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.

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