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Reflective Blog - The Escape

  • Writer: Patrick Sharpe
    Patrick Sharpe
  • Dec 23, 2021
  • 4 min read

Updated: Aug 23, 2023

Initial Pre-production concepts

Taking a look back at my initial pre-production concepts, I realised that I made a very poor design with no navigation lines to direct the player which was due to a lack of development in my pre-production. Also, I didn’t get a full grasp of the layout of an actual prison as I hadn’t researched enough reference images.

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Mechanics

The mechanics that I planned on adding to the Advanced Locomotion project were melee attack, ability to dodge, pick up items and distract enemies. Though, only picking up items was used due to guidance and feedback from the tutor as it would be very time-consuming. This meant that the narrative in the level had to be changed and my pre-made beat chart and flow chart was scraped.



During the process of adding mechanics in the level, I decided to add a security camera that would call out an alarm if the player was in sight of the detection radius but was later scraped too only to be used to fill out space.


Narrative

In the pre-production plan, I planned on having narrative as the main thrill that keeps the player engaged in the story of the level. However, due to the scraped beat and flow chart, I had no other choice but to push exploration in more hierarchy so that the player is free to explore in a more linear path and I was able to add some narrative across the level. I created some narrative events that have the warden's voice speak negatively to the player when they are trapped in a room such as saying “You’ll never escape my prison” or “What are you doing, kill him now!”. The main plot of the story still fits with the player Jack Magee being framed but instead of starting in your jail cell, the player starts in the interrogation room with a guard who is offering a way out.


Research

Google Image Locations

Game Reference Locations

Prison Game Map Reference - Phasmophobia Prison Map

Development of level

With this research in mind, I had a better understanding of how to block out a prison level with some elements of the old design such as the outside road of the prison.


Here are some old screenshots of the prison level blockout which I did, unfortunately, spend a lot of time on especially, making some environment models out of the blockout tool I use. The last screenshot blockout is roughly half of the level that is up to date.

Testing feedback

There wasn't a lot to do at this stage of developing the level as I hadn't incorporated any ai or scripted events yet but I did get a lot of feedback towards improving the blockout of the level and opening up for potential ideas of scripted events. This feedback has helped me with my research into creating a prison level.


Current Level Design

It is certain that this version of the map is more detailed, has a range of colours and is the final result of the project. In addition to that, I do show a brighter version of the map during testing out the level. I found it very difficult to see where the enemies were when outside the prison buildings.

Level Streaming

In order for this level to perform well, I had to use level streaming as when I was testing the game, it would constantly be running at 5fps due to the overload of static meshes and blockouts. Since using level streaming, the fps has increased from 5fps to roughly 30fps.


Combat Scenarios

Here are some combat scenarios that highlight the enjoyment of the player's experience

Level Sequences

Intro Cutscene

Brook Arrives with his fellow army troops

The player escapes in the delivery vehicle

An iterative approach to level design

Simple shapes and lines and curves have been used in this section of the level as the cars are pushing the player towards the middle of the road and the trees and walls of the prison guide the player to the left side of the screen.

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Reduced clutter has been used to allow for combat to be played without any hassle and the books on the tables are mainly pointing towards the bookshelf which is where the player needs to be to proceed with the level.

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There is a sense of vantage points where the player has the upper hand when attacking enemies on the ground such as accessing the watchtowers. This gives a sense of geography across the level and allows the player to visualise where to go.

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The contrast in lighting is used especially in this scene as there is a sense of direction by following the lights which grab the player's attention.

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Here is an example of perceived affordance where the player needs to access the warden's office but must find another way. this forces the player to use the door opposite hoping to find a new passage behind the blocked area.

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Here you can see how the game communicates to the player which is by the player moving towards a door will send out a message to the player on how to open the door. this makes it clear to the player how to start playing the level.

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There are boundaries and barriers in this level and one example would be the prison's walls that keep the player from just running out of the level. this keeps the player in place which is perfect for a prison level.

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The medium environmental narrative has been used in this section of the map as it seems to be the darkest part of the level as you see prisoners kept in their cells, some even look empty or angry.


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