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Week 13

  • michael71510
  • Aug 28
  • 1 min read

Over easter I started refining my level, by acting on the playtesting feedback from week 12. One core piece of feedback was that the visibility in parts of the level was very poor, so I have worked on refining the lighting. I think this is essential as without good visibility, the player might feel disconnected from the experience. I have improved the lighting and added more detail to the ending room in the subway. I am also in the process of refining the environment by adding more detail to the buildings at the start and end of the level (See Figure 20). Again, this is to help make the experience more feel immersive. 

 

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Figure 20: Updated lighting and building textures at the end of the level 

 

I did want to add another scripted event in the subway, where the player would see the G-man walking away from them while being trapped behind a gate. The whole point of this was to reflect the illusiveness of the G-man as a character and to show that he has managed to escape from the player. I eventually decided to just include the G-man standing behind the fence (See Figure 20) as I had some concerning technical issues setting up the event. Having the scripted event would have been more effective but with the deadline coming up soon I didn’t want to get stuck trying to fix it as it would have gotten in the way of refining the level. 

 

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Figure 21: A screenshot of the G-man standing behind the fence and out of reach from the player 

 

 
 
 

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References

Project: All work in this level was created by myself  (Michael Sanderson, 27 th  April 2025) using only the resources available to me...

 
 
 
Project Reflection

Looking back at this project, I believe that I was able to learn a lot about how to design scripted events, puzzles and set up combat...

 
 
 

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