My objective with Project 2845 was to make the player feel specific emotions like tension, urgency, claustrophobic and curiosity through exploration and moments of amazement.
The level is designed as a progression in three phases, each tied to a precise narrative and emotional intention. The constant contrast between phases creates memorable moments and supports the player's understanding of the journey.
Level objective: My objective with Project 2845 was to make the player feel specific emotions like tension, urgency, claustrophobic and curiosity through exploration and moments of amazement.
The level is designed as a progression in three phases, each tied to a precise narrative and emotional intention. The constant contrast between phases creates memorable moments and supports the player's understanding of the journey.
Moodboard & Visual Direction
Reference work: The moodboard defines the science-fiction direction of Project 2845: isolation, red emergency lighting, damaged ship interiors, desert-like planetary surfaces, and large exterior silhouettes.
These references helped shape the contrast between enclosed distress inside the spacecraft and the curiosity created by wider exterior spaces.
Level Intentions & Emotional Progression
Step 01Discovery of the first zone (The spaceship)
The player wakes up inside a damaged spacecraft. Red alarms, flickering lights, and narrow corridors immediately signal that something went wrong.
The confined space pushes the player to move forward, explore, and understand the situation.
This breakdown compares clean blockout screenshots with annotated level design intentions. The annotations highlight route logic, affordances, lighting, framing, and visual guidance.
Red = Leading Lines / Affordance / Highlight
Yellow = Golden Path
Cyan = Second Path
The player starts in the engine room. The green light on the panel immediately indicates that a door can be opened, while the red alarms set the tone and atmosphere from the very first seconds.
Once the door is passed, the player quickly identifies a locked door on the right thanks to the red light and a blue diamond-shaped symbol, highlighted by the lighting. A blinking light above the staircase then naturally draws the player's attention and encourages exploration in that direction.
The player also understands that not all doors can be opened. The absence of a keypad and the damaged state of some doors clearly indicate that certain areas are intentionally inaccessible.
At the top of the stairs, the green keypad light confirms the established visual code: this color means that the door can be opened.
On the upper level of the ship, the player naturally turns to the right, drawn by the stronger presence of red alarms and a partially blocked corridor. The green keypad confirms that this is the direction the player must follow.
After clearing the passage, the player enters the cockpit, marked by a cold light that contrasts with the previous red lighting. The screens reinforce the spacecraft context, while the key / access card immediately stands out.
The player quickly makes the connection between the key and the locked door, thanks to the shared symbol and color. The light above the door reinforces this visual association.
Upon exiting the ship, the player is greeted by a strong visual contrast. The Torii, aligned with the sun, becomes a clear landmark indicating the objective, while the mountains and a wreck with a blinking orange light subtly guide the player's gaze toward the path to follow.
As the player moves forward, a narrow passage carved into the mountains becomes visible. This natural pinch point clearly indicates the direction to follow without breaking immersion.
Upon reaching the Torii, the player discovers a vast area filled with crashed ships. Orange lighting once again draws the eye, while a spiral staircase placed directly ahead clearly indicates the next step of the journey.
The spiral staircase serves a dual purpose: narrative, by building tension, and functional, by clearly indicating the final objective at its base.
At the bottom of the staircase, a light visible through a narrow opening attracts the player. The player must crouch to reach it, triggering the final sequence of the game.
Playtest Process
Across the 4 playtests, the overall feedback was positive: players enjoyed the level and understood its main emotional intention. For many of them, the strongest moment was the transition between the spaceship interior and the exterior, where the first wow effect worked very effectively. However, feedback also showed that the level lost rhythm afterward, especially between the ship exit and the Torii.
What I Learned
Lighting, Composition, and Pacing
This project taught me that small adjustments are not always enough to fix structural issues
Mistake
Pacing loss not corrected despite playtests
The level lost momentum between the spaceship and the Torii. Even after playtests identified this issue, I made changes that were too minor and did not meaningfully solve the pacing problem.
Lighting as Design Guidance
Lighting and composition can guide without instructions
The strongest parts of the level use lights, color codes, landmarks, and decor to naturally pull the player forward. Explicit instructions are never needed when environmental composition is strong.