

Project Analysis
I had the opportunity to work on Phantom Hysteria alongside the lead level designer to help create "The Bishop Manor"!
I was able to gain experience working in larger groups and understanding the full level creation pipeline, from concept to final level. I also worked to ensure the blockout was modular to help reduce work-load on environmental artists. The lead level designer was there to help guide me through the blockout process and together we were able to create a fun, tense interactive level players would be running though in the hunt for the phantoms!
TITLE
PHANTOM HYSTERIA
ENGINE
UE4
TEAM SIZE
30+
DURATION
JUL 2021 - AUG 2021
GAMEPLAY TEASER
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RESPONSIBILITIES
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Constructed blockout of manor in Unreal Engine 4.
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Worked alongside lead level designer using feedback to iterate changes.
DESIGN DISCUSSION

BLOCKOUT
Working with the lead level designer I used reference images of old southern antebellum houses to construct the manors blockout using BSP meshes. I aimed to create a tense claustrophobic maze where players would turn sharp corners adding memorable tense moments.

LARGER PIPELINE DEVELOPMENT
While in a larger development group I learnt to relinquish creative control over to other talented designers and artists. Understanding my role in the larger group was essential to the timely development of this map. I took feedback and critique of the level from other designers and used it to construct a great experience for players alongside the lead level designer!
Working on this project was a great opportunity. I expanded my skillset in creating tense PvE horror experiences and working in a larger development pipeline.
Notes and Additional Information:
This is a map built for Phantom Hysteria. All work is owned exclusively by Lunar Tale Game Studio unless stated otherwise. I do not claim to have modelled assets shown in this project. This video was created by Lunar Tale Game Studio and I do not claim to have edited or produced this or any video representing Phantom Hysteria.