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Apartment 3A

Project Details

Platform: PC

Software: Unity, Blender

Team: 4 people

Status: Completed for Class.

Want to make improvements.

Development Period: 4 weeks

Genre: Horror, Story, Level Design

​An immersive 3D level design narrative project which utilizes fixed camera angles, monotonous colors, and an asymmetrical architecture to provoke and simulate the unease, anxiety, and fear that a woman named Sandra experiences due to her poor mental health.

Level Designer

  • Developed the concept and designed how to effectively showcase it within the level.

  • Created top-down sketches to plan the layout.

  • Grayboxed the bedroom and assembled all rooms.

  • Placed completed models into the level.

 

Project Management

  • Planned meetings and retrospectives with teammates.​

  • Managed communication and task prioritization through Trello.

  • Curated and maintained game design document and project folders.

  • Fostered teamwork and collaboration for a more efficient workflow.

Texture Designer

  • Applied sourced textures to all models in the level.

  •  Added environmental details like mold or water stains to walls for atmosphere.

Narrative Designer

  • Created the short narrative and dialogue for the level.

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Final Look

Apartment 3A by fkaWill, treesa - Brave 2025-03-05 17-29-14 (1).gif

Progress

Goal

  • Stimulate unease and discomfort within players using realistic environments, mechanics, or objects when navigating the space.

  • How did we do it? We implemented classic fixed camera angles inspired from Resident Evil and designed our level around them. Along with a monotone palette, melancholic sound, and an empty, unwelcoming space, we simulate Sandra's anxiety and loneliness living alone in New York.​

Challenges

  • Conceptual planning and finals delayed progress, but we stayed on track through strong communication, Trello organization, and regular Discord meetings. For two weeks to code and design, I believe we created a very compelling level!

Iteration Process

  • We spent two weeks planning the level--holding multiple meetings to refine the concept, narrative, and space. After we finalized our design through sketches, prototypes, and revisions, it was smooth sailing. In just the last two weeks, we grayboxed the level, created and placed models, coded cameras and interactions, then finally added textures and moody lighting.

Sketches

Graybox

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