About This Project
One of the levels I worked on was a police station, heavily inspired by the pacing and atmosphere of The Evil Within.
The main focus of this level was building a strong pacing structure from the very beginning of the experience and carefully placing each intensity peak to create a steady rhythm between exploration, tension, and combat.
To reinforce the player's experience, I relied on environmental storytelling, sound design, and scripted sequences to communicate the narrative naturally through gameplay instead of exposition. I also developed gameplay blueprints that helped shape the intended mood and supported the emotional flow of the level.
Another important part of this project was designing and iterating on combat encounters, with the goal of achieving a pacing style that captured the tension and rhythm that made The Evil Within so memorable. Combat design is still an area I'm actively improving, so I'd really appreciate any feedback or suggestions.
For this project, I was responsible for both the Level Design and Technical Game Design.









