This week, we completed the whitebox level design and developed an initial version of the art-based level design. At the same time, the programming work has progressed, with the puzzle mechanics currently being implemented. Through continuous testing and iteration in Unity, I gained a deeper understanding of how level design directly shapes player experience.
During this week’s tutorial, the feedback helped me better understand key principles of level design, especially in the context of a horror game. For example, we realised that our bedroom level should not be fully visible at a glance, as clear and open visibility reduces tension and a sense of the unknown. By adjusting the spatial layout, sightlines, and player movement, we began to design the space to encourage exploration and psychological unease.
In addition, the tutorial made me reflect on the use of visual effects. I learned that particle effects are not always necessary and can sometimes distract from the intended atmosphere. As a result, we decided to remove certain effects and focus more on space, lighting, and pacing to strengthen the horror experience.
Overall, this tutorial shifted my understanding of level design from simply building environments to designing emotional and experiential outcomes, which has been especially valuable for the development of our horror game.



we add some interesting game mechanic
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