Mantra
Engine: Unreal Engine 4 & 5 | Rubyshark [Oct 2023 - Ongoing]
My Roles: Level Designer
Steam Demo: Play Now
My Responsibilities
-
Create level layout and grey box in Unreal Engine.
-
Measure all doors, wall runs, windows, and important pathways to help create modular blockout kits.
-
Modify existing level greyboxes to improve the gameplay flow and level purposes.
Set Dressing
I set dressed a room based on a concept art of the office. The office space in MANTRA is bleak, industrialized, and brutalistic. I explored a more horror-esque direction with the given narrative and concept art. I created two different sets of lightings, dusk and night, as both can demonstrate a sense of eeriness.
Concept art & environment (dusk) comparison
The concept art depicts 8 office cubicles. I aimed to showcase some personality of each worker while maintaining the overall gritty, function-driven environment.
To do so, I designated a mini-story/theme for each cubicle. One person who just had his birthday, another was having a massive emotional crisis and overloaded their space with compulsive post-it notes. Behind them sits a highly tidy person who keeps everything symmetrical; at the corner is someone quirky who brings a doll to work ...
Above all, I designed an overarching narrative: the company was experimenting on a creature. It escaped the container, entered the office space through air ventilation, killed the manager, and left. Players can follow the paw print, blood trail, and frantically knock over pieces of furniture to decipher the story.
Slide for more images
Level Greybox
I reworked the underground part of level 1. The goals are to introduce gameplay elements and game narratives through the level.
Modular Tool Kit
I measured the dimensions of doors, windows, platforms, wall runs, and vents in all levels. The data helped the art team to create a modular blockout kit, which improved the workflow for both level design and art team.