3D Game Development Project: Stage 1
COMP352 - The Lost Child
CHAPTER 2
After much discussion with my group members, we came to a conclusion of making a dungeon themed map. Since we chose the black and white colors, we felt that they would fit into the atmosphere of a dungeon and hence the choice. Due to time constraints, the game only consisted of 3 levels. I tried to make the dungeon as open world as possible for the player to explore and free roam around the map. I've added relevant objects and features/textures (will be mentioned below) into the maps to project a spooky environment for the player. *Beware of ghouls that lurk within...*
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When the player enters the game, this is where they will start off. The area is embraced by dark stone walls in all four corners, two being carved in walls with coffin beds embedded in them and ghastly gargoyle statues placed on two sides.
This is the base concept art of the main wall object that surrounds the dungeon. There are skull imprints that are engraved on the topside of the walls which I find pretty befitting. All levels utilize this wall.
1. The main concrete floor object that fills the dungeon grounds. The design is somewhat similar to the wall but the color tone is slightly lighter compared to the wall.
As the player makes their way to the middle, they will come across an elongated hallway that splits into three paths where the player can move to: left, straight or right. The map is designed with stone bricked walls supported by stone pillars with goat heads attached to them and rusty tattered gates on the right side. To get a better view, look at the image below.
Originally, this was how it will look without the monochromatic colors with original lighting. I removed the gizmos (light particles) to give a better aspect of how the hallway actually looks like.
If the player navigates to the left of the hallway, they will come across this abandoned room. I decorated the room with fairly simple objects such as a wooden bed and two wooden shelves.
Navigating through the rusty gates on the right of the hallway will lead the player to this secluded chamber. I've added an extra component in this room in the center which is stairs where the player can further ignite their curiosity and at the same time give the player more exploration room. See image below.
The player will find themselves here in front of a mirror. I've chosen the mirror object from my 3rd design prototype since it has a sophisticated look and an elegant design to it.
CHAPTER 2
After much discussion with my group members, we came to a conclusion of making a dungeon themed map. Since we chose the black and white colors, we felt that they would fit into the atmosphere of a dungeon and hence the choice. Due to time constraints, the game only consisted of 3 levels. I tried to make the dungeon as open world as possible for the player to explore and free roam around the map. I've added relevant objects and features/textures (will be mentioned below) into the maps to project a spooky environment for the player. *Beware of ghouls that lurk within...*
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Dungeon Level 1
- The above image showcases the overall size and layout of the map. The dungeon consists of 4 sections, right, middle, upper and left. The player's aim is to locate the 'mystic mirror' within the level to escape to the next level. The player starts off on the right hand side:

RIGHT-SIDE
and navigates their way through the middle:
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| MIDDLE |
towards the upper section:
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| UPPER |
and finally to the left side of the dungeon:
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| LEFT The environment showcases a heap of disconcerting objects that contribute to the overall ambiance of the dungeon. The objects can be viewed HERE. |
STARTING POSITION
When the player enters the game, this is where they will start off. The area is embraced by dark stone walls in all four corners, two being carved in walls with coffin beds embedded in them and ghastly gargoyle statues placed on two sides.
This is the base concept art of the main wall object that surrounds the dungeon. There are skull imprints that are engraved on the topside of the walls which I find pretty befitting. All levels utilize this wall.
1. A zoomed-in detailed view of the wall. The dents and cracks in the wall design make it look more realistic and affirming for a horror game.
1. The main concrete floor object that fills the dungeon grounds. The design is somewhat similar to the wall but the color tone is slightly lighter compared to the wall.
As the player makes their way to the middle, they will come across an elongated hallway that splits into three paths where the player can move to: left, straight or right. The map is designed with stone bricked walls supported by stone pillars with goat heads attached to them and rusty tattered gates on the right side. To get a better view, look at the image below.
Originally, this was how it will look without the monochromatic colors with original lighting. I removed the gizmos (light particles) to give a better aspect of how the hallway actually looks like.
If the player navigates to the left of the hallway, they will come across this abandoned room. I decorated the room with fairly simple objects such as a wooden bed and two wooden shelves.
A picture showing a rusty gate located on the right of the hallway.
Navigating through the rusty gates on the right of the hallway will lead the player to this secluded chamber. I've added an extra component in this room in the center which is stairs where the player can further ignite their curiosity and at the same time give the player more exploration room. See image below.
The player will find themselves here in front of a mirror. I've chosen the mirror object from my 3rd design prototype since it has a sophisticated look and an elegant design to it.
The final section of the dungeon. This room will appear if the player decides to walk straight from the hallway. It is evident that I've also added another mirror here. This mirror is the 'real' mirror as compared to the mirror in the picture above. The idea of the 'fake' mirror is to act as a decoy objective and give the player the tenacity to locate the 'real' mirror. It also lets the player experience the flow of the game and involves decision making so that it doesn't end quickly.




















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