This level is a showcase of a multiplayer horror experience, demonstrating spatial pacing, atmosphere control and player flow management. The layout is built around a central hub (Sector 1), with 4 other areas branching from it. Each area has its own visual identity, style of navigation and focus on various mechanics, allowing the level to properly guide player behaviour through lighting, routing and environmental storytelling. The longer corridors and wide chambers are used to balance tension with breathing space, ensuring that scares land effectively while ensuring a steady gameplay pace.
The gameplay itself revolves around a team of players (4-8) completing interlinked tasks to progress deeper into areas and eventually escape. Different objectives unlock different areas, while many others are dependent on previous tasks being completed; further highlighting a sense of progression and further encouraging team coordination. On the contrary, a single opposing player, called the hunter, roams the environment, attempting to capture them. Captured players can be revived every 3 minutes, (2 if there are 6+ people). If more than 50% of the lobby is dead, 30 seconds is removed from the revival cooldown. This creates a strategic flow of advantage.
Each zone is intentionally designed to influence how players move, and how difficult they are to catch and capture. Variations in layouts, cover points and overall pathing make it easier for players to be slippery in certain areas. The level also features "lockdown" consoles to allow the players to seal routes temporarily, and redirect the chase. In contrast, the hunter can also manipulate environmental systems and teleport between important locations, introducing a-symmetry and further forcing players to adapt.
This video showcases an elevator mechanic I created. It uses trigger volumes and level sequences to work. You can read the video description for more information.
This video showcases a lockdown mechanic I created. It uses random number generators, level sequences and dynamic material parameters to function. You can read the video description for more information on why it works.