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Frozen Echoes

Role: Level Designer; 3D Modeler; Music Composer

Team: Solo Project

Time Spent: ~1 Month

Program: Unity, Maya, MuseScore

Overview: An atmospheric walking sim with basic puzzle mechanics focused on environmental storytelling. It follows a researcher exploring the remains of a bygone civilization and is designed around creating striking scene compositions.

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My Process

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Mood Board

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Early Maps

My first step in the design process was creating a planning document. This document has information about the concept, tone, lore, symbolism, and overall purpose, as well as maps, a mood board, and an asset list. Laying everything out this way helped me establish exactly what I wanted to make before I got down to modelling, though I expanded the design a lot throughout the full process.

As discussed in the design document, the level is focused on conveying a specific feeling. I wanted the player to feel lonely and uneasy yet intensely curious, as if they have happened upon a whole new world they were never supposed to find and cannot help but keep moving.

 

I explored this core idea through focusing on ancient ruins – as the beings who built them are implied to be quite different from humans. I designed the architecture and technology to be unconventional and oversized, making the player feel even more small and foreign by comparison.

 

As you get further into the ruins, they go from being largely broken to comparatively more intact. This progression is accompanied by a gradual descent in elevation, as you uncover more and more the deeper and deeper you go – portraying the slow spiral into a different type of world. The map is also intentionally shaped like a crescent moon, matching the sky which never appears to reach daylight.

To set the tone, the level opens with the camera focused on a campfire alongside a workspace featuring a piece of paper in a cave. This setup starts the player off with an implication about the character they are playing as, as it appears to be a makeshift camp for a researcher or explorer. It also enables the reveal of the ancient ruins to be significantly more dramatic, as the ruins become a surprise that you discover as opposed to something shown to you by the game.

Opening Shot

The Depths

Throughout the level, I continue the theme set by the opening of hiding the composed shots behind quick turns or fallen debris in order to sell the impact when you finally reach them. The rest of the environments around these key shots are also built in a way that creates leading lines toward the focal points in order to naturally draw the player's eye toward them. I also used the muted mood and coloration of the space in order to help the ancient civilization's technology stand out through its teal glow.

The level culminates with the reveal of a small pond at the very heart of the civilization. It is the only area in the entire level to feature a warm colored glow, which naturally draws the player's attention as it comes into view. As they begin to approach it, a mysterious crystal comes into view, building anticipation until the player sees the final composed shot: an ominous device that is shown to be conducting a process that could only be understood by the civilization who made it. It is intended to push the player toward thinking about what exactly these ruins are and what they were used for.

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Full Walkthrough Video 
(Audio On)

Check out a walkthrough of the full level here! In it, you can see the way I designed my composed shots, the simple puzzles I programmed, as well as the music I wrote.

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I Learned About:

1

Level Design Pipeline

This project helped me learn the full process of designing and building a level. I gained experience translating my ideas into both documentation and eventually a full game, helping me develop the skills necessary for rapid prototyping and iteration.

2

Building on a Theme

This project was heavily focused on establishing an atmosphere, which I prioritized in every element of my process. Gaining experience in creating mood boards, symbolism, music, and audio design reinforced my ability to build upon a central theme.

3

Whiteboxing

I learned how to use Maya to whitebox 3D environments, as well as how to navigate the Maya to Unity pipeline. It taught me a great deal about 3D modelling while giving me valuable experience with two key programs.

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