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Entomophobia

Horror-Action

Role: Level Designer

Made in Maya & Unreal Engine 5

Features Displayed:

Below is the narrative design, ideas that painted a picture of how the level would play out and be portrayed in the game.

The majority of the design was the creation of the narrative, building this allowed for the enemies, creation of the area and facility to all be implemented based on a detailed narrative-driven story, the game design went through the different loops of the game, the final version shows how these design ideas of these different loops come into fruition.

Below is the game design document, including the loops of the game, game pillars, and the different level design aspects I looked at.

Here is the flow of events based upon the narrative ideas, this includes the map floor plan layout of two different levels of the map, with all of the events linking to each area.

Designing Process

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Screenshots

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Enemy AI Mechanic

The enemy ai, uses a basic pawn sensing function, with the enemy following the player whenever they see them, resulting in them damaging the player. The two different enemy ai include a glowsect drone, with average speed, low damage, and easily killable but they spawn as many in one area, whereas the second, being the royal guard is slow, but makes up for that from being a heavy hitter and tanking lots of bullets with its high health.

Enemy Spawner

Here is the enemy spawner blueprint I created, allowing for interchangeable spawning amounts, continuous spawning, spawning delays,  and enemy selection.

Inventory Mechanic

There are multiple inventory aspects of the game, a primary one is the weapon slots, allowing for 2 weapons to be chosen at once, one being equipped and the other holster. Another would be the ammunition amount, allowing the player to pickup ammunition and store it in the gun's magazine as a max ammo counter.

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Mechanics and Blueprints

Ammo Storage

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