Level Design
Deep Runner
Deep Runner is the capstone project for my Bachelors of Science in Game Design. It is a hybrid tower defense and Action RPG. Think Dungeon Defenders mechanics with an Alien Isolation/Bioshock theme. The level map/images below is called The Spider (due to the center bridge) and was designed and assembled by me.
The Layout
The setting is a deep sea research facility that has been over run by plant-like experiments. The levels are modular in nature to keep system requirements low.
The Block-out (ProBuilder Prototype)

The Assembly (Final version with art assets)

The art assets in the above image, and following assembly images, were purchased from the Unity Asset Store. Asset placement completed with ProGrids by Dale Day.
Here are all of the levels for Deep Runner. The images below represent the three stages of my design process: The layout, The Block-out and The assembly. It should be noted that the names for each level do not appear in the game and were only used during development, also I did not design “The Hall” level in this list (Justin Cook did) but I did assemble it, making minor changes.
The Control Room
Description Coming Soon…
The Hall
Description Coming Soon…
The Ovarium
Description Coming Soon…
The Pits
Description Coming Soon…
The Dry Dock
Description Coming Soon…
The Cistern
Description Coming Soon…
The High Ground
Description Coming Soon…
The Cellar Door
Description Coming Soon…
The Biosphere
Description Coming Soon…
Get Well Soon
Get Well Soon is a level for the fictional game “Scraps” which is a First Person Post-Apocalyptic Scavenger game. This game’s creative vision was the start for the month long assignment that culminated in a Unity web build. I did the level design and scripting for the last area of the level which was dubbed the “Utility Tunnels” by the team during development.
Game Premise:
It is many years in the future and society has crumbled. A wealthy few have walled themselves up in self sufficient mega buildings, known as Bastions. While the citizens of the Bastions, known as “Basts” live a comfortable life, the great majority of humanity has died off. The very few that remain outside live in a decayed, nearly uninhabitable, chaos known only as “the Wastes”. The Basts ignore the Wastes, unless they want something they can’t get in a Bastion, then they call on you. You are a Scrapper; someone who searches the Wastes for rare, special, or forbidden items. It’s a difficult and dangerous job, but no one in the Wastes can pay like a Bast and that could be your ticket out. Once in a long while, a Scrapper is able to buy their way into a Bastion. It may be a long shot, but it’s the only one you have.
Controls:
Movement: WASD
Jump: Space Bar
GravNull: Left Mouse Button
Interact: E
Use Health: H
Flashlight: F
Level Victory Condition:
The player has been sent to this abandoned hospital campus in order to retrieve a vial of insulin. This retrieval order was placed by the Chief of Medicine at Bastion 17. The CoM has informed the player that he has come into possession of several journals that belonged to the hospital’s head endocrinologist and that one of the journal entries suggests that a vast emergency supply of insulin was kept in utility tunnels below the hospital. The player must collect as many sterile syringes as he/she can find and bring one vial of insulin back to the Bast so that it can be tested before a larger retrieval order is placed to collect all of the emergency supply.
Level Backstory:
The once monumental Generic Medical Center is only a shadow of its former splendor. Not long after the “Event”, the hospital was flooded with patients. The medical staff could not keep up and soon patients were turned away at the door. Scared and angry the patients that were turned away soon became violent and riots began. These riots are where the brunt of the damage to the Med Center came from. The rest of the damage is from sheer neglect as the surrounding landscape over-takes the campus in the absence of human intervention. As the player explores the sprawling campus he/she will find lots of hospital oriented equipment (vitals machines, gurney’s, MRI) all of which are non-functioning and serve only as obstacles and general clutter. The player will see signs that they are not the first to be here (ransacked rooms, hobo tents [empty] and graffiti). The environment ranges from cramped rooms to large courtyards, operating rooms and narrow tunnels.
Original Concept Map:
(Click image to enlarge)
Google Draw Version:
(Click image to enlarge)
In game images coming soon!
Deeprunner (Original Prototype)
Click the link below to play a development version of my Level Design project Deep Runner.
Images coming soon!
RPG Maker:
This is the exterior of a mage tower I am building in RPG Maker. All of the grass area is designated so that random battles can occur there. Click the image to enlarge.
This is the main portion of the interior of the mage tower. There are a few interact-able items in the two side rooms to the left and right. Click the image to enlarge.




