Student production case study

About
Damned
Time

A complete four-floor haunted-house experience combining authored level design, 3D-team leadership, UI and gameplay programming.

Role3D Team Lead · Level Designer · Programmer
Team13 people
ProductionSep 2024–Apr 2025
ContextBrock University capstone

The brief

Build the whole house—not just a room.

About Damned Time was a 13-person university studio production built around a haunted-house experience. I designed the complete level across four connected floors while leading the 3D team’s asset pipeline.

My role crossed visual and interactive boundaries: environment production, spatial pacing, startup and pause menus, character movement, shooting behavior, character-speed tuning and the sanity system.

Verified responsibilities

Ownership across art, level and systems.

Every responsibility below reflects work completed within the capstone team; no commercial shipping claim is implied.

01

Four-floor level

Authored the complete haunted-house layout, connecting four floors into one navigable horror experience.

02

3D-team leadership

Led the 3D pipeline, coordinated asset production and helped keep environment content aligned with the level.

03

Player systems

Contributed character movement and shooting mechanics, then tuned character speed against gameplay needs.

04

UI and sanity

Built startup and pause menus and contributed the sanity-meter behavior and balancing.

Level-design scope

A complete vertical environment.

The production required one authored player journey across four connected floors rather than isolated portfolio rooms.

Floor 04Authored layout · asset placement · navigation
Floor 03Authored layout · asset placement · navigation
Floor 02Authored layout · asset placement · navigation
Floor 01Authored layout · asset placement · navigation
Spatial continuity

Connected rooms and floors into a coherent player route.

Horror pacing

Used environmental progression and player movement to support tension.

Production fit

Balanced the authored level against the team’s asset and implementation pipeline.

Gameplay implementation

Systems connected to player tension.

The gameplay work supported the level’s feel instead of operating as disconnected features.

Movement

Input → character motion → speed tuning

Contributed character movement and adjusted player speed to support the intended pace.

Combat

Player action → shooting behavior → feedback

Implemented shooting mechanics as part of the playable character toolset.

Sanity

Game pressure → sanity state → player feedback

Contributed and balanced the sanity meter against movement and gameplay flow.

Menus

Startup → gameplay → pause state

Built the startup and pause-menu experiences used to enter and manage play.

Recovered production media

Spectral Veil asset capture.

This archived vertical render documents a character/VFX asset from the production. It is presented as asset evidence—not as a walkthrough of the four-floor level.

The public project showcase ↗ also preserves selected Unity and FBX greyboxes for the foyer, library maze, secret room, armoury, kitchen, music room and final room.

545personally authored assets across both capstone games
320foliage assets
150household and scene props
75character assets

These verified counts span About Damned Time and COMATOSE combined; they are not presented as a per-project split.

Outcome

A production-scale student project with real ownership.

The project demonstrates level-wide responsibility, art-pipeline leadership and hands-on gameplay implementation inside a multidisciplinary team. The authorized public archive now pairs a recovered production capture with selected level-design greyboxes and clearly scoped team attribution.