Blood Reaver
Role: Lead Level Designer, Narrative Designer
Development Time: July 2023 - December 2023
Description of project:
Blood Reaver is a first-person wave-based shooter where the player takes the role of a Blood Reaver, a member of a secret guild dedicated to the eradication of demons.
Discover 6 powerful weapons and abilities to fend off the horde and cleanse the cathedral by performing 3 unholy rituals.
Level Design
My role as apart of HellByte Studios was primarily Level Design, I concepted, iterated, grey-boxed, built the level. Blocking out spaces with obstacles with clear intent to optimise the player experience. The key goals I had for the level was creating an experience that let the player feel like they were exploring a destination, even considering the tight and small scale of the level. this was achieved via each area having it's own distinct feel.
The design structure I aimed to achieve was creating a circular nature for the level, which allowed players to explore the entire map in a different way depending on whether they went left or right at the start of the game. player's of course could then change their minds and explore the other way if they so felt, however as they progressed they would unlock shortcuts that gave them more options as the amount of enemies increased.
A key tool I learnt to use was playing with elevation greatly affected the feel of each area, in the grey-boxing phase I hadn't yet got a feel for what exactly it was going to look like, but through repetitive iteration and collaboration, the level evolved into something much more varied and fun to explore.
My other major responsibility was laying out the navmesh to make sure the AI would navigate through the space without getting stuck. A key consideration I had to keep in mind when designing this level were things like 'how can players use the space to evade demons?', 'are the interior spaces too tight for this style of game, and is that a bad thing?', 'due to the exterior space being so open, how will player's sightlines affect optimisation later on?' being able to answer questions like these is what lead to a lot of the decisions made in regards to the spacing of objects and placement of spawns : upgrades.
I also got the opportunity to help concept some weapons and abilities while also being partly-responsible for how they would be themed within the worldspace.
Additionally I did a portion of the set dressing for the interior of the level and the prototyping of the user interface for the main menu.
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