BLOOD SUCKER
Introduction
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4-week solo Level Design project
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Designed castle exterior and church interior
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Integrated sunburn mechanic requiring shadow-based movement
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Placed enemies between light and dark zones
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Encouraged tactical positioning and risk-based decisions
Project Details
Pre-Production

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Designed a Level Design Loop built around 5 core stages
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Upgrade Point: Safe zone for ability progression
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Test Area: Controlled space to experiment with new abilities
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Timed Barrier: Creates pressure and limits farming
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Crowded Encounter: Large enemy groups to stress-test abilities
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Choke Point: Narrow combat space gating access to next upgrade
Structure Inspirations
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Inspired by Fallout series: safe space to test newly acquired powerful gear
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Applied this logic to the Upgrade Point + Test Area structure
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Referenced classic Lord of the Rings games for time-limited challenge design
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Implemented Timed Barrier to build tension and preparation
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Used shooter-style choke points with dense enemy groups
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Designed high-tempo encounters before progression
Paper Design



Blockout Process
Day 1
Day 2
Day 3
Re-Scope
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Project started with 10 team members and larger scope
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Team reduced to 4 members by Day 14
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Original design included ranged AI, patrols, and final boss
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Re-scoped and redesigned most of the level after team reduction
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Final implementation limited to melee enemy with spawner blueprint
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Removed balconies and boss arena
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Narrowed corridors and added corners to support hidden spawners
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Preserved combat illusion despite technical constraints
This was the original courtyard. ( Day 14)


Before team member count was higher
we planned to have ranged enemies and more overall. After team member count was reduced I tightened the playable area to create the same intensity with fewer enemies.
Level Beats

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Explore the environment to understand identity and situation through environmental storytelling.
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Observe visual cues and props that hint at the narrative context.
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Encounter the first controlled combat scenario.
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Learn basic attack mechanics in a safe environment.
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Practice core combat inputs without high risk.
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Follow layout and visual guidance toward the exit.

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Encounter multiple enemies for the first time.
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Engage in the first group fight scenario.
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Notice a highlighted reward point placed inside the area.
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Strong lighting contrast
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Unique texture to stand out from surroundings
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Move toward the reward, naturally entering the combat zone.
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Defeat enemies to secure the area.
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Collect the first reward.

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Reach a blocked bridge.
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Notice wooden stakes preventing passage.
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Destroy the wooden stakes to clear the path.
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Mechanic introduced: Wooden objects can be broken.
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Engage enemies positioned across the broken bridge section.
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Split layout divides the enemy group into two.
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Encounter becomes more readable and manageable.
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Approach the gap in the bridge.
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Perform a dash to cross the broken section.
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Mechanic reinforced: Dash required for traversal.
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Secure the area and continue forward.

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Encounter a clear left–right path choice.
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Right path visually appears attractive but leads to a dead end.
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If the player explores the right path:
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Discover a hidden power-up.
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Gain an early combat advantage.
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Backtrack to the main courtyard.
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Engage remaining enemies with improved strength.
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Core decision introduced:
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Safe progression
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Optional exploration for advantage (risk–reward).
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Trigger surprise encounters from enemies hidden inside confession booths.
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Engage in combat under strong light beams from stained-glass windows.
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Light forces constant repositioning during the fight.
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Discover that wooden benches can be destroyed.
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Create alternative paths through the space.
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Break linear movement flow.
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Notice a clearly visible power-up placed in the main sightline.
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Move toward the power-up.
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Discover a hidden path behind the statue.
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Secure the area and proceed.

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Enter the second courtyard.
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Trigger large enemy waves spawning from gates on both left and right sides.
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Engage in the most intense combat encounter of the level.
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Notice absence of sunlight.
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Player can fight at full strength.
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Survive multiple enemy waves.
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Experience peak power moment in the level.
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After clearing enemies, observe subtle moonlight indicating the forward path.
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Follow the moonlit path to the next area.

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Enter the final area.
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Cinematic sequence triggers automatically.
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Story reaches its conclusion.
Level Design Techniques

Environmental Storytelling
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Gray Boxes: Dead soldiers who attempted to discover Dracula’s cave
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Yellow Box: Prisoner chained to the wall, used as first combat test after transformation
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Red Box: Dracula’s body; curse is transferred to the player through the bite
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Green Boxes: Dracula’s weapons and armor (loot reward)

Lightning Settings
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Designed lighting to support gothic atmosphere
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Kept overall environment dark for tonal consistency
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Treated sunlight as a gameplay hazard (player takes damage)
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Used high-contrast light beams for clear risk readability
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Separated safe vs. dangerous zones visually
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Applied volumetric fog to enhance depth and mood
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Reinforced both atmosphere and gameplay clarity through lighting
Gameplay Video and Final Screenshots
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Asset Pack by Leartes - Fab Link










