Four-floor level
Authored the complete haunted-house layout, connecting four floors into one navigable horror experience.
Student production case study
A complete four-floor haunted-house experience combining authored level design, 3D-team leadership, UI and gameplay programming.
The brief
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
Every responsibility below reflects work completed within the capstone team; no commercial shipping claim is implied.
Authored the complete haunted-house layout, connecting four floors into one navigable horror experience.
Led the 3D pipeline, coordinated asset production and helped keep environment content aligned with the level.
Contributed character movement and shooting mechanics, then tuned character speed against gameplay needs.
Built startup and pause menus and contributed the sanity-meter behavior and balancing.
Level-design scope
The production required one authored player journey across four connected floors rather than isolated portfolio rooms.
Connected rooms and floors into a coherent player route.
Used environmental progression and player movement to support tension.
Balanced the authored level against the team’s asset and implementation pipeline.
Gameplay implementation
The gameplay work supported the level’s feel instead of operating as disconnected features.
Contributed character movement and adjusted player speed to support the intended pace.
Implemented shooting mechanics as part of the playable character toolset.
Contributed and balanced the sanity meter against movement and gameplay flow.
Built the startup and pause-menu experiences used to enter and manage play.
Recovered production media
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.
Recovered from the authorized project archive and reformatted for widescreen viewing.
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.
These verified counts span About Damned Time and COMATOSE combined; they are not presented as a per-project split.
Outcome
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.