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

  1. Game Design

  2. Level Design Research

  3. 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.

2. Level Design Research

3. Prototype

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