Bloodrites

Overview

See Full Breakdown Below

Goal

My goal was to create a compelling Third-Person ARPG Dungeon with a horror atmosphere. To accomplish this, I mixed elements from the Survival Horror and RPG genre to create an experience that uses strong environmental storytelling and horror pacing to enhance the moment to moment gameplay.

Throughout my development process I focused on fast iterations, pacing, and visual storytelling to create an experience where gameplay feels impactful and tells a story through its environment.

My main goals were to:

  • Improve my rapid prototyping skills
  • Practice pacing through a large level with set pieces
  • Create multiple areas that feel connected to the story, but have unique environments
  • Use both Survival Horror and RPG design techniques in a level that feels like a mix of both

Level Overview & Technique Highlights

Level Flythrough

Setting/Synopsis: This level takes place in a chapel and a series of catacombs hidden beneath it. On the player’s journey, they are tasked to enter the chapel, find the cause of the undead infestation, and stop it at all costs.

My core design philosophy was to identify what emotion I wanted to evoke from players, then used a mix of techniques achieve that goal. Some notable technique examples I used are listed below.

  • I used hub progression with environmental unlocks to evolve the player’s relationship with the space over time, revealing previously inaccessible locations and making each revisit feel meaningful.
  • I subverted expectations by establishing strong visual language, then twisting it in order to build anticipation and keep players guessing.
  • Inspired by Friends episodes nomenclature (i.e. “The One with the Videotape”), I scripted fun, cinematic moments with unique sequences that playtesters accurately describe as “the area with the….”
Technique Highlight 1: Hub Progression

Technique & Use-Case: As players progress through a game, their central hub also evolves with them, reinforcing that sense of progression.

Context of Use-Case: The chapel is the central hub for the level and was designed around layered spatial progression, where repeated visits to the chapel gradually reveal new routes, shortcuts, and optional spaces through player discovery and quest-driven gating.

Technique Detail:

  • The First Approach: When they first arrive, the chapel is locked
  • “Finally, a way in”: Most of the rooms are locked, but the quest to enter the chamber behind the altar kicks off
  • The First Return: This opens up the west wing of the chapel and teases a locked tomb
  • The Second Return: Unlocks the secret chamber behind the altar, revealing a large underground garden and the final boss arena
  • Bonus Reward: The final boss drops a red ring which unlocks the queen’s tomb, rewarding players with a legendary weapon

Technique & Use-Case: Subverting expectations is used to provide new meanings to old ideas, build anticipation, and surprise the player. Silent Hill f uses this to a great extent turning beautiful imagery, like flowers, into nightmares.

Context of Use-Case: Drawing inspiration from games that fit the aesthetics I was trying to achieve, I adopted design cues I felt players would be familiar with then twisted them in subtle ways.

Technique Detail:

  • Breadcrumbs Become Traps: I entice players with easy item pickups, only to be ambushed by a scripted event
  • Chiaroscuro: I balanced the dark catacombs with naturally lit open areas to give players rest spots
  • Beauty in Horror: I mixed in serene areas after high intensity sequences so players don’t become numb to the horror

Technique & Use-Case: Quick beats that break up the pacing and add memorable moments that leave an impression with players – I was heavily inspired by Resident Evil 9 and Signalis.

Context of Use-Case: Whether it’s introducing new characters or creating a sense of urgency or surprise, I orchestrated unique scripted events to enhance the moment to moment gameplay.

Technique Detail:

  • First Miniboss: This boss leads the player towards them, only for them to fall into a cave below. The player needs to proceed through a tight wall that bursts with hands of the undead.
  • Second Miniboss: The second miniboss bursts through a wall, and grabs what one would expect to be another enemy to confront, conveying an immediate sense of intimidation. 
  • The Scythe Door: I used funeral rites as keys, including a scythe which is re-purposed as a lever to rip through the door and tear it in half, leading to a blood waterfall.

Walkthrough

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9 Videos
Beat Overview

Beat 1: The Arrival

Summary: The player arrives and finds the chapel overrun with the undead. Their goal is to find a way inside and put a stop to the undead infestation. The main entrance is locked, so the only way forward is through an old crypt.

Design Notes: I wanted to let the player know that while doors may be locked in the chapel, there’s always an alternate path that will eventually come back to it. To do this, I have them approach the front entrance, then force them to go through a side entrance to actually unlock the main hall.

The Crypt was designed to introduce elements of the winding layout this level has. Weaving in and out of the structure is a slight callback to Silent Hill 2‘s apartments which use this to turn an ordinary building into a labyrinthe.

 

Process Breakdown

Overview

1. Research, Ideation & Planning

I researched various media across video games, movies, architecture, and more to analyze design cues that fit the tone and mood I was going for in this level. The games I researched shaped the level layout, pacing, and structure. 

My real world references and other media developed my shape language to make cohesive spaces with distinct sub-zones.

  • Analyzing Games: Silent Hill 2, The Witcher, Bloodborne
  • Researching Real-World References: Chapelle dans les Bois, Paris Catacombs, Abbey of Thoronet
  • Exploring Other Media: The Green Knight, 28 Years Later, Samurai Jack

2. Level Design Document

LDD: I created a level design document to keep track of the overall structure and information of the level. This included:

  • Level Objectives
  • Narrative and Setting
  • Gameplay Mechanics
  • Enemy & NPC Behaviors
  • Player Interactables

Beat Sheet: I created a beat sheet that outlines each notable encounter and its form of gameplay (e.g. combat, narrative, puzzle). This helped me get ideas on paper and was iterated on throughout the level design process as I thought of more ways to engage the player.

2D Map Layout: I created a rough 2D Map to spatially layout the beats and get an idea for how the different areas would be connected. To make areas more believable, I referenced real world floorplans of catacomb systems and chapels then modified them for gameplay.

3. The First Roughout

Results: Built a full 3D roughout using the 2D map as a reference to test how the scale and layout translated in engine.

Goal: Establish overall size, flow, and layout of the level using only simple shapes.

Implementation/execution:

  • Start with the Foundation: I built my roughout only using the floors to save time prototyping a medium scale level. This helped me to quickly test if the layout felt good to play in.
  • Changes from 2D: Translating the layered dungeon to 3D space introduced pacing issues due to a long walk back from the lower catacombs back to the chapel. To fix this, I added an elevator to speed up the travel time between the areas.

Results: Added narrative beats throughout the level to both guide the player and provide more context behind the player’s actions.

Goal: Create a space that tells a story through layout, shape, and written context.

Implementation/execution:

  • Level Pacing: I added narrative elements that balanced tension and release.
  • Foreshadowing: I added events where the minibosses would appear to increase the anticipation of their encounter.
  • Playtest Feedback: Initial playtests revealed the lower catacombs did not provide much tension. 
  • Playtest Iteration: Further iterations and reviews found that the solve for this was adding in a new combat arena, which helped ramp up the intensity in this section.

Results: Created unique combat spaces that have obstacles that feel natural to the world that shape the flow of combat.

Goal: Create spaces to ensure combat flow is clear and engaging.

Implementation/execution:

  • Quantity: I analyzed Bloodborne and Dark Souls 3 to understand how many enemies should be in a given space, their placement, and how frequently they appear.
  • Flow: I wanted the combat spaces to flow very well, so I combined elements from DOOM (2016) and Lies of P to make “push forward” combat arenas with a strong identity.
  • Variety: I balanced each arena around melee, ranged, and elite enemies to make sure each encounter felt like a new puzzle.

Results: The scripted sequences I added in helped create moments players can clearly identify when speaking about areas.

Goal: Script custom events that extract an emotional response from the player.

Implementation/execution:

  • Short Sequences: I scripted events that introduce the minibosses to the player.
  • Traps: I created traps to make players think more carefully about how they traverse the environment.
  • Playtest Feedback: I noticed that playtesters ran through one of my combat arenas, when I wanted them to linger in the horror. To keep them in the area, I added a sequence to surprise them and slightly slow them down.

Results: The extra worldbuilding elements I added made the level feel more like a believable space with a sense of history.

Goal: Add more detail, atmosphere, and story context to make the space feel believable and lived in.

Implementation/execution:

  • Boss Arenas: I added visual elements to reinforce each boss’s mechanics and vibe, while not impeding with the space’s flow.
  • Light Destruction: Since most of the level takes place in an underground temple, I cut holes in some of the ceilings to reinforce the environment, add context sensitive obstacles, and provide a plausible light source for the dark spaces.
  • A Hidden Garden: I added unique flowers that you only see in a specific area of the level as a motif for the first Queen.

Results: Areas identified that presented navigation challenges for players were addressed! As a result, the blockout felt like it was in a production ready state.

Goal: Clean up spots that players hesitated in during playtests and  help playtesters & artists better understand the design intention.

Implementation/execution:

  • Playtest Fixes: Two sections had navigation issues because players had trouble seeing the path forward. I updated the lighting and shifted some geometry to help clear the way.
  • Clearer Affordances: I created door arch meshes to more clearly indicate where entrances and exits are.
  • Cleaning the Puzzle Door: To help communicate design intent to playtesters, I created the custom door mesh and animation of it spilling out blood when the player opens it after collecting all of the quest items.