Warehouse District

I wanted to create an immersive level within a single-player, story-driven, first-person game, I engaged in a comprehensive process to craft the Warehouse District environment.

Game Background and Premise: Set in an soon to be invaded by aliens world, the level revolves around an alien life form’s pods landing on Earth, rapidly expanding, and spawning various creatures. Players take on the role of an alien hunter tasked with eradicating these infestations. The specific level is located in an interior dockland/warehouse district where the alien pods have taken root, emitting an eerie, luminous green glow that adds to the menacing atmosphere.

Player Objectives and Challenges: The primary goal for the player is to destroy the central alien nest, while sub-objectives involve clearing alien tentacles that act as barriers, solving puzzles to access crucial areas, collecting resources, and activating machinery to progress. Destroying these tentacles not only opens new paths but also paves the way towards the central hub where the main alien pod resides.

Sketch of the level in paper

Key Features and Atmosphere: The level’s environment reflects an abandoned dockland where nature is reclaiming the space, evident in vegetation overgrowth and the dilapidated state of the buildings. The visual focus is on the luminous, alien-infested structures, emphasizing the alien threat while creating tension and a foreboding atmosphere.

Level Design Components: The level design features a series of distinct areas, including the start location, a puzzle room, and the central hub where the alien nest resides. The narrative drives the progression of enemies and creatures, from smaller, simpler entities to more evolved and formidable opponents as the game advances.

Artistic Requirements: For the conceptualization of the level, specific artistic elements such as the alien nest hub, the initial boat arrival point, the puzzle room, and the general atmosphere with key objects were essential to create a visual representation of the envisioned gameplay.

Top-down representation of the level in Photoshop

Design Brief of the Level