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Project 2845

A short science-fiction walking simulator project focused on atmosphere and emotion in a future where humanity has conquered space.

Level DesignUnreal Engine 5.5Science FictionWalking SimulatorBlockout
RoleLevel Designer
EngineUnreal Engine 5.5
GenreScience Fiction Walking Simulator
TypeSchool project
Project 2845 - Gameplay

Project 2845

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.

Genre
Science Fiction Walking Simulator
Type
School project / short blockout level
Engine
Unreal Engine 5.5
Iterations
4
Playtests
4
Role
Level Designer
Tools
Unreal Engine 5.5, blockout, layout, mood references, playtest iteration

Level Overview & Pre-Production Highlights

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.

Emotion(s): Tension, Urgency, Claustrophobia, Confusion

Step 02Exit of the spaceship

After finding the key and unlocking the exit, the player leaves the oppressive interior of the ship.

This transition creates the first strong contrast between the claustrophobic interior and the open exterior environment.

Emotion(s): Relief, Curiosity, Interrogation, First wow effect

Step 03The path toward the Torii

Outside, the player follows a narrow path between mountains, naturally guided by the environment.

The Torii visible in the distance becomes a clear objective, while the strange atmosphere raises questions about the nature of this place.

Emotion(s): Curiosity, Exploration, Unease, Interrogation

Step 04Discovery of the crashed ships area

Upon reaching the Torii, the player is confronted with a vast landscape filled with crashed spacecraft similar to their own.

This second wow effect reinforces the feeling of smallness and mystery, while introducing a deeper sense of unease.

Emotion(s): Awe, Feeling of Smallness, Interrogation

Step 05Descent into the well

The player descends a spiral staircase deep underground. The slow descent and the increasing fog build tension and anticipation.

At the end, the final revelation brings narrative resolution and recontextualizes the entire experience.

Emotion(s): Tension, Anxiety, Revelation, Resolution

Level Design Breakdown

Blockout Intention

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.

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