Maxix Robotics is a Single-Player narrative driven survival-horror puzzle solver, from Belfrost Studios, where I worked as a Level Designer and Lighting Artist. Additionally, I scripted a modular level streaming system that helped boost performance. The game was built in Unreal Engine 5 and is available now on Steam.
The foyer and operations center in the facility were meant to detail the company's rich history as well as the background of its proprietor and creator, who plays a large role in the story. The initial design for the foyer was circular with the Maxix Dott statue at its center. We decided that a more elongated design would capture the player's attention more from the start and give them an uneasy feeling with the appearance of a museum-like environment.  The primary goal for this game's level design was to create suspense for the player while telling them a story with the environment. 
The foyer and operations center in the facility were meant to detail the company's rich history as well as the background of its proprietor and creator, who plays a large role in the story. The initial design for the foyer was circular with the Maxix Dott statue at its center. We decided that a more elongated design would capture the player's attention more from the start and give them an uneasy feeling with the appearance of a museum-like environment.  The primary goal for this game's level design was to create suspense for the player while telling them a story with the environment. 
The puzzle in Maintenance acts similar to a game of Simon Says. A color will appear on screen and the player needs to trigger the corresponding switch within a time limit. The added twist is avoiding the enemies in the room. This level went through the most iterations. We aimed for a warehouse feel to achieve the right amount of environmental storytelling. This level had been blocked out by a previous member of the team when I joined and I was tasked with finding ways to improve it. The initial design had each of the switches aligned across the floor in a fairly open room with few obstacles around it. This really only allowed for two outcomes, the player would be easily caught by the enemies and forced to retry or just as easily solve the puzzle with little to no difficulty. My goal was to add to the difficulty and suspense by using traversal and elevation changes. To accomplish this, I had the player enter on a raised catwalk that overlooks the room. I reworked the layout to create a labrynth where the switches would be at different work stations spread around the room. The player would have a decent view of the room before begining the puzzle and going to the floor level to try and solve it. I was really happy with the outcome of the level because it created a dynamic experience for the player each time they attempt it with just the right amount of challenge and exploration.
The Processing Plant is one part of the game that the layout remained almost identical throughout development. We always envisioned a lot of conveyer belts and packaging to give the appearance of a real processing plant. However, we did extend the level's design by adding some long winding corridors to create suspense and tension. These long hallways also allowed us to create a terrifying run-for-your-life moment when you complete level's puzzle. This design as well as some audio design helped make the sequence an over the top white knuckle moment in the game.
What I Learned:
1. Iteration and feedback are major keys to success in level design. Your first layout and blockout will change a lot over time and being open to it is a huge key in achieving great outcomes.
2. Leading lines, backtracking and strategic lighting can help create tension and suspense in levels that help shape the narrative and mood of your scene.
3. Playtesting frequently is imperative in making sure that your environments are presenting the way you intend and your scripts are working correctly at all times.
4. Bugs can present themselves when and where you least expect them to making playtesting even more important.

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