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Forests - DreadKeep

Rough 2D sketch created in photoshop showing the map outline with player paths, areas of elevation, and other key elements of the level.

Rough 2D sketch created in photoshop showing the map outline with player paths, areas of elevation, and other key elements of the level.

Map boundaries being applied to the level. The boundaries were created with a simple quad with its mesh renderer disabled.

Map boundaries being applied to the level. The boundaries were created with a simple quad with its mesh renderer disabled.

Image of the player spawn.

Image of the player spawn.

weapon spawn location w/ pain path for player.

weapon spawn location w/ pain path for player.

Image of the tower ruins found within the mountain valley. This is where the player will choose their weapon.

Image of the tower ruins found within the mountain valley. This is where the player will choose their weapon.

Interior image of the tower ruins. The weapons are emissive due to the scripting. It allows the player to see them through the map as a sort of objective marker.

Interior image of the tower ruins. The weapons are emissive due to the scripting. It allows the player to see them through the map as a sort of objective marker.

Image of some smaller assets set in the mountain valley. The corpse consists of 6 individual pieces: Upper torso, Lower torso, intestine, kidney, head, and arm. It was really fun making these mutilated corpses that really give the level additional gore.

Image of some smaller assets set in the mountain valley. The corpse consists of 6 individual pieces: Upper torso, Lower torso, intestine, kidney, head, and arm. It was really fun making these mutilated corpses that really give the level additional gore.

Image of the farm house with the castle and road sign.

Image of the farm house with the castle and road sign.

Image of the road sign. This was a critical piece for the level as it lets the player know where they're coming from and where they're heading.

Image of the road sign. This was a critical piece for the level as it lets the player know where they're coming from and where they're heading.

Farm house interior. I wanted to tell a story through areas of the level. The farm house being one in particular. A farmer tries to barricade their door but couldn't withstand the death that awaited them outside.

Farm house interior. I wanted to tell a story through areas of the level. The farm house being one in particular. A farmer tries to barricade their door but couldn't withstand the death that awaited them outside.

Image of the Wood Cutters lodge.

Image of the Wood Cutters lodge.

Up close image of the wood cutter with their head chopped off on a tree stump. This was to add a little irony to the level.

Up close image of the wood cutter with their head chopped off on a tree stump. This was to add a little irony to the level.

Image of the mine shaft.

Image of the mine shaft.

Up close image of the mine shaft.

Up close image of the mine shaft.

Overall view of the castle walls and the fields leading up to it.

Overall view of the castle walls and the fields leading up to it.

DreadKeep - College Capstone Project

Forests - DreadKeep

GAME DOWNLOAD LINK: https://jacquiw.itch.io/dread-keep
Forests is the first level from my college capstone project, "DreadKeep". The map is a semi-linear level design with different areas for the player to explore, fight enemies, and discover. The level uses pre-made and pre-rendered assets from the Unity Asset Store.

Responsibilities:
Level Concept/Design
Asset Placement
Post Processing/FX