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DEMON LOCKDOWN

ROLE

Game Designer and Programmer

DESCRIPTION

Demon Lockdown was a solo project, set in a harrowing chamber of escape rooms.

Each room has a light above its door and a puzzle within it. Solving the puzzle unlocks the next door. Previous victims still roam the rooms, yearning to be set free.

The objectives and stories of the victims are told through hastily written warnings on the walls.

Goal: Disorientating level design

- Windows had views into other rooms, indicating there was no way out

- I made the corridors overlap one another and elevate/decline in height to make players feel as if they are travelling further from the middle, when in reality they were always returning

- The abnormally large furniture and cramped corridors also contributed to this uncomfortable, unwelcoming play experience

- The repeating, distorted tile patterns make the rooms feel never-ending​

YEAR

2019

GENRE

3D First Person Horror

SOFTWARE USED

Lucid Chart Logo
PS.png

Unity
​Programmed using Clickteam Fusion.

Autodesk Maya

Various furniture pieces were modelled in Maya such as the torch, telephone and batteries.

Adobe Photoshop
Used to create 2D UI.

Lucidchart
Mapping out the level design.

Unity Logo
Maya.png

SCREENSHOTS

DemonLockdownFloorplan.png

Player Journey

1 Start

  • Player reads how to play (prototype)

  • Player is instructed the rooms contain previous victims who never escaped who drop belongings, the possession they hold dearest. Belongings must be collected to free them, or destroyed to eternally doom them

2 Briefing Room

  • Contains a telephone the player answers

  • Voice warns players of the challenges to come and advises to find a torch

 

3 Torch Location

 

4 Corridor Area

  • First enemy encounter

  • Player learns staying in the darkness depletes sanity

  • Has windows with views into other rooms

 

5 - 6 Convoluted Corridor

  • Changes in elevation confuse the player and makes them believe they are progressing away from the centre

 

7 - 8 Maze

  • Has a top-down camera view hidden within it to reveal the message

 

9 - 10 Trick Rooms

  • Player must choose one of three doors to find a torch battery, enemy or the next room

 

11 Finish

  • Player learns how many souls they managed to free

GAMEPLAY VIDEO

LEVEL DESIGN

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