Go to Bed
Game & Level Design
"Go to Bed" is a prototype first-person horror game developed using the Doom Builder game engine.
The game is designed to immerse players in a familiar, stressful, and frightening experience: navigating through dark rooms to reach their bedroom and go to bed, while managing to turn off the lights along the way.
Solo 3D Horror
Dates
Genre
Duration
2021
1 week
Type
Individual Project
Role
Level Design
Let’s Play
Missons
Puzzle Game Design
Block out level design
Integration on Doom Builder
Design Process
Game Design
Level Design Research
Prototype
1. Game design
Core Experience :
The character we control is passing through their apartment, but in darkness.
The darkness distorts their perception of the familiar space, altering their sense of the apartment.
Pillars
Reach the bed
To achieve this, they must navigate from room to room, overcoming challenges created by the darkness.
Light as a reference point
Lights guide players and help them navigate through the darkness.
Darkness as an Obstacle
Rooms plunged into darkness create challenges in navigating space due to the loss of visual information and also evoke emotional difficulty through the fear it generates..
The internal logic
Since the level relies on mechanics linked to darkness and the disorientation of living spaces, I chose to recreate an environment resembling an apartment. This includes a bedroom (the goal to reach), as well as a kitchen, living room, and bathroom.
After passing through the apartment (Zone 0), each subsequent area represents an unconscious interpretation of different parts of the apartment from the character's perspective.
For instance, the kitchen is represented by the first room (Zone 1), which includes textures and elements that evoke the kitchen.