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BLOOD SUCKER

Introduction

  • 4-week solo Level Design project

  • Designed castle exterior and church interior

  • Integrated sunburn mechanic requiring shadow-based movement

  • Placed enemies between light and dark zones

  • Encouraged tactical positioning and risk-based decisions

Project Details

Pre-Production

  • Designed a Level Design Loop built around 5 core stages

  • Upgrade Point: Safe zone for ability progression

  • Test Area: Controlled space to experiment with new abilities

  • Timed Barrier: Creates pressure and limits farming

  • Crowded Encounter: Large enemy groups to stress-test abilities

  • Choke Point: Narrow combat space gating access to next upgrade

Structure Inspirations

  • Inspired by Fallout series: safe space to test newly acquired powerful gear

  • Applied this logic to the Upgrade Point + Test Area structure

  • Referenced classic Lord of the Rings games for time-limited challenge design

  • Implemented Timed Barrier to build tension and preparation

  • Used shooter-style choke points with dense enemy groups

  • Designed high-tempo encounters before progression

Paper Design

Blockout Process

Day 1 

Day 2

Day 3

Re-Scope

  • Project started with 10 team members and larger scope

  • Team reduced to 4 members by Day 14

  • Original design included ranged AI, patrols, and final boss

  • Re-scoped and redesigned most of the level after team reduction

  • Final implementation limited to melee enemy with spawner blueprint

  • Removed balconies and boss arena

  • Narrowed corridors and added corners to support hidden spawners

  • 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

Cave.png
  • Explore the environment to understand identity and situation through environmental storytelling.

  • Observe visual cues and props that hint at the narrative context.

  • Encounter the first controlled combat scenario.

  • Learn basic attack mechanics in a safe environment.

  • Practice core combat inputs without high risk.

  • Follow layout and visual guidance toward the exit.

  • Encounter multiple enemies for the first time.

  • Engage in the first group fight scenario.

  • Notice a highlighted reward point placed inside the area.

    • Strong lighting contrast

    • Unique texture to stand out from surroundings

  • Move toward the reward, naturally entering the combat zone.

  • Defeat enemies to secure the area.

  • Collect the first reward.

  • Reach a blocked bridge.

  • Notice wooden stakes preventing passage.

  • Destroy the wooden stakes to clear the path.

    • Mechanic introduced: Wooden objects can be broken.

  • Engage enemies positioned across the broken bridge section.

    • Split layout divides the enemy group into two.

    • Encounter becomes more readable and manageable.

  • Approach the gap in the bridge.

  • Perform a dash to cross the broken section.

    • Mechanic reinforced: Dash required for traversal.

  • Secure the area and continue forward.

  • Encounter a clear left–right path choice.

  • Right path visually appears attractive but leads to a dead end.

  • If the player explores the right path:

    • Discover a hidden power-up.

    • Gain an early combat advantage.

  • Backtrack to the main courtyard.

  • Engage remaining enemies with improved strength.

  • Core decision introduced:

    • Safe progression

    • Optional exploration for advantage (risk–reward).

  • Trigger surprise encounters from enemies hidden inside confession booths.

  • Engage in combat under strong light beams from stained-glass windows.

    • Light forces constant repositioning during the fight.

  • Discover that wooden benches can be destroyed.

    • Create alternative paths through the space.

    • Break linear movement flow.

  • Notice a clearly visible power-up placed in the main sightline.

  • Move toward the power-up.

  • Discover a hidden path behind the statue.

  • Secure the area and proceed.

  • Enter the second courtyard.

  • Trigger large enemy waves spawning from gates on both left and right sides.

  • Engage in the most intense combat encounter of the level.

  • Notice absence of sunlight.

    • Player can fight at full strength.

  • Survive multiple enemy waves.

  • Experience peak power moment in the level.

  • After clearing enemies, observe subtle moonlight indicating the forward path.

  • Follow the moonlit path to the next area.

  • Enter the final area.

  • Cinematic sequence triggers automatically.

  • Story reaches its conclusion.

Level Design Techniques

Environmental Storytelling

  • Gray Boxes: Dead soldiers who attempted to discover Dracula’s cave

  • Yellow Box: Prisoner chained to the wall, used as first combat test after transformation

  • Red Box: Dracula’s body; curse is transferred to the player through the bite

  • Green Boxes: Dracula’s weapons and armor (loot reward)

1Foto.png

Lightning Settings

  • Designed lighting to support gothic atmosphere

  • Kept overall environment dark for tonal consistency

  • Treated sunlight as a gameplay hazard (player takes damage)

  • Used high-contrast light beams for clear risk readability

  • Separated safe vs. dangerous zones visually

  • Applied volumetric fog to enhance depth and mood

  • Reinforced both atmosphere and gameplay clarity through lighting

Gameplay Video and Final Screenshots

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