Kameran
Kameran is a narrative based horror game where you use a reality altering Polaroid-esque camera to figure what happened to your fellow archeologist and the monster he released.
I'm one of the narrative writers for Kameran and level designer for Kameran as well.
Narrative of Kameran
Creating a story for a Monster
While working on Kameran, my main focus for the narrative of the game was creating the story behind the monster itself. In the game, the player is forced to face an invisible Jötunn. It’s more of an animal than a human. It’s a highly territorial Jötunn that is composed of prey it eats and consumes. For example, if it eats a deer/elk, it will use the antler of the deer for body parts. The Jötunn is a pack hunter, with one Jötunn being an alpha. The pack chose the burial grounds as its original home because they could scavenge body parts of fallen people. The ancient civilization realized that the Jötunn will only continue to grow if they continue to feed off of the fallen so they decide to kill the Jötunns. Due to how powerful the Alpha Jötunn was, they couldn’t kill it but instead they had to seal it away. In the end, the civilization sacrifices themselves to stop the Jötunns, hence why they are now gone.
After Egon discovers the camera in the dig site, the Alpha Jötunn is released again. Due to how long it has been sealed, the bodies at the burial grounds are no longer usable for the Jötunn to feed on, so it decides to travel to a new location for prey starting with the current location of the camera. The alpha Jötunn is very intelligent for an animal. It’s smart to know when to attack, stalk and it enjoys tormenting its prey. When Egon blinds the Alpha Jötunn, it is permanently damaged and it becomes blind. Due to being blind now, it is forced to change its hunting tactics and must rely on hearing to hunt its prey. Over time in the game, it gets stronger throughout the game as it is learning and adapting.
Basement Level Iterations
First Iteration
The first iteration of the basement started with a simpler design. The starting point of the level is a narrow hallway leading to a doorway. After the player goes through the doorway, they come across a mostly open floor basement with three main areas: metal shelves, tables and library. The library is just a separate area of bookshelves. The tables are spread out in a chaotic mess to show how the monster in the game has messed up the basement. The metal shelf area is designed to act as a maze that changes after the player goes through it. When the player reaches the workbench after going through the shelves, the metal shelves layout will change due to some of the shelves tipping over, creating blockades and new paths. The player is able to open up new routes using the camera to get through metal shelves.
After playtesting, I found a few issues with this design of the basement. The first main issue is the amount of dead space there is in the basement. Players would avoid the table area and head straight to the metal shelf area, leaving a large area in the basement empty almost. The second main issue is that the metal shelf area didn’t feel too challenging to navigate.
Second Iteration
The second iteration of the basement removed the table areas and replaced it with more metal shelves, creating a larger metal shelf maze with more hazards that the player must navigate to get through. This solved the issue of the dead zone in the map but new issues arose after playtesting. The first being the visuals of the map was bland with the amount of empty shelves. The second issue was the open layout with the shelves. Players were able to take pictures of objects from across the map, including the work bench at the end of the level.
Third Iteration
For the third iteration of the basement level, we decided to change from an open floor layout to a closed layout. Kameran is a horror game and the open layout was not creating the horror experience we wanted. The open layout didn’t make our monster as threatening as we wanted. Eliminating the multiple lines of the sights made it so the players had to rely more on audio in detecting the monster as well as a more claustrophobic feeling when exploring the level. We expanded the size of the basement as well to create new pathways for the player to navigate in order to avoid the monster. After reaching the workbench in the basement, the entire basement level will change and will introduce new mechanics. The lighting changes to a purple hue and vines will now appear in front of the player that blocks their path, forcing the player to find a new escape route. This section of the basement is designed to force the player to panic and create suspense as the monster is stalking the player. By expanding the size of the basement, we were able to have new routes for the player to navigate for both versions of the basement.
End Level
Making a tutorial level into a final level
The upstairs level is designed as a tutorial and the final level as well. The goal is to create three rooms where the player is able to loop the monster without making the room feel unnecessarily large. The tutorial section format is to help introduce the camera mechanics before the player encounters the monster.
Ah, Puck!
Ah, Puck! is a physics simulator where you play as the hockey puck in a game of ice hockey attempting to escape the rink all while avoiding angry hockey players and dealing with exaggerated physics. As the lead level designer, the goal for Ah, Puck! was to create a fun space for players to move around in a environment based on real ice rinks. I worked as a level designer for Ah, Puck!
After crash landing on the island of Dreadloch, the player must find a way off the island while avoiding genetic modified animals that are constantly hunting people on Dreadloch. Welcome to The Long Night.
Welcome To Dreadloch
Located north of Canada, Dreadloch is an artic island that is famous for it biodiversity and geography. Currently Dreadloch is experiencing its monthly period of complete darkness
Survival of the Fittest
Use the environment to your advantage to hide from the monsters of the night. Beware as the environment itself can be as dangerous as the monster themselves.
The Protagonist
Elizabeth Ried is zoologist researcher who is part of a climate change environmentalist team sent to Dreadloch to conduct research on the local ecosystems. Elizabeth will soon find out Dreadloch is home to dark secrets.
The Monsters
Dreadloch is where monsters lurk in the night. Run and hide from the monsters that are always hunting in the dark. They have been waiting for prey, and prey will soon arrive to Dreadloch.
The Long Night Concept Levels
These are some of the levels I've create for the narrative horror game I've been working on. The goal of these levels is to create levels based on the world I've created. The level is a testing facility for Specimen 428, a central antagonist that was subject to vairous testing on Dreadloch. The idea for this level was a testing facitlity hidden in the mountains and requires the player to navigate an area that is claustrophobic and dark.
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About the Author
My name is Logan Young and I have a bachelor’s of science degree in Games & Simulations with a minor in Individualized Studies and a Certification in Esports Management from Miami University.
I currently use Unreal Engine for game design and level design. Twine is another program that I use for narrative writing. I have learned many different designer programs as well such as Adobe Premiere Pro, Adobe Illustrator, and Adobe Photoshop.
I always wanted to create video games. I’ve been playing video games for as long as I can remember. Video games are an important part of my life and I figured that if I care for video games so much, then I should pursue a gaming career. I decided to become a game designer to create video games in order to give people a sense of joy that I had whenever I play video games.
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