Release: December 2025
Platform: PC
Project length: 3 months
Engine and tools: Unity, Fab (Unity), Microsoft tools
In this school project, we were asked to create a walking simulator. As we worked in pairs: one designer and one artist, the main constraint was to design a complete level that would seamlessly connect with the other team members’ rooms.
The room we created had to feature a specific mechanic, along with a unique environment supported by strong environmental storytelling.
The team chose a medieval setting with a blend of fantasy and horror elements.
Project role: Game Producer, Game Designer (room), Level Designer (room), Programmer (room)
Skill focus:
Organizing tasks and adjusting the scope when needed.
Collaborating closely with an artist and understanding the constraints of our respective roles.
Designing a level flow that is engaging and enjoyable for players.
Implementing a specific mechanic in C# without impacting other rooms in the level.
Conveying strong environmental storytelling through level design, assets, lighting, and sound.
Room’s narration:
The player awakens in an abandoned cell. There is no sound around, only a faint light outside, cast by torches on the walls. As he leaves his cell, he discovers numerous others, gradually descending into darkness. While searching the area, he notices another torch, seemingly knocked from the wall by the corpse clutching it.
Taking the torch, a phrase painted in blood is revealed: “beware the dark”.
Now equipped, the player can delve deeper into the dungeon, uncovering more cells like his own. As he ventures further into this infernal prison, he eventually comes across a room dedicated to torture. Bloodstains bear witness to the horror of the scene, and the torturers’ tools remain: tables, chairs, pincers. It even seems that the victims’ bodies were thrown into a bottomless pit…
Despite what he has just witnessed, the player presses on and enters a more welcoming space… one that resembles a tavern.
The room was designed to ensure the player understands where they are within just a few steps. Navigation is intentionally cluttered, with various objects scattered around on the floor. This encourages the player to learn how to move, understand the environment, and, most importantly, become immersed in the atmosphere.
The level is built on a single floor, with several inaccessible areas. However, these spaces remain visible, allowing the player to immerse themselves more deeply into the environment.
The lighting is deliberately minimal, with only a few torches casting a warm glow. Even the player’s torch has a very limited range, ensuring they never feel truly safe. This lighting design slows down movement and creates uncertainty, reinforcing the oppressive atmosphere.
Several key assets play an essential role in environmental storytelling, such as:
the first torch, which becomes a navigation tool
the corpse holding the torch
the inaccessible corridor, emphasizing the vastness of the prison
the pit, hinting at the depth of the structure