Project 2845 is a short game developed as part of a course dedicated to Level Design, whose objective was to design a blockout level by giving free to our imagination, with very few constraints. The game lasts approximately three minutes, but aims to be rich in information about my way of thinking level design, player progression, environmental storytelling, as well as my desire to produce levels at a professional standard.
The project is set in a science-fiction universe taking place in the year 2845, where humanity, despite space conquest, remains divided into nations engaged in intergalactic conflicts. The player takes on the role of an isolated mechanic aboard a damaged spacecraft after an attack, plunged into a situation of distress, isolation, and loss of bearings.
I was alone for this school project
Game Engine use
My objective with Project 2845 was to make the player feel specific emotions, notably feelings such as tension and urgency through claustrophobic scenes, followed by curiosity, notably through exploration that offers moments of amazement, and concluding with a form of resolution to the questions the player had throughout the game.
The level is designed as a progression in three phases, each responding to a precise narrative and emotional intention, allowing the game to be in constant contrast, which creates “wow effects”, and makes all stages of the game memorable for the player.
Through this project, I sought to demonstrate my ability to use level design as a narrative tool, guiding the player step by step without them realizing it, while maintaining a clear structure and a professional-level design intention.
Here is the moodboard I made to increase my inspiration and take visual references :

Obviously, before working in the engine, it is essential for me to structure my ideas on paper.
This allows me to evaluate whether the concepts work, but also, in the context of teamwork, to be able to present and explain my work before production. This step also helps save time during the creation of the blockout.




Step 01 :
Discovery 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 02 :
Exit 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 03 :
The 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 04 :
Discovery 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 05 :
Descent 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
RED = Leading Lines / Affordance / Highlight YELLOW = Golden Path ORANGE = Lightning
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.