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Narrative Designer

Level Designer

Waves of Decay
Unreal Engine 4

A personal passion project based on one of my favourite games Dead by Daylight. Followed the Level Design pipeline from start to finish to create a fully gray-boxed level with fleshed out documentation outlining a full potential chapter to be used within the game.

Process Work

Blueprints

Constructing a blueprint allows for an easy transition between paper prototype to 3D gray-boxing prototype. 

In Waves of Decay, it was essential to create a blueprint for every floor - Ground floor, Upper floor and Basement. This allowed a top down view for plotting where core components such as hooks, generators, chests and hex totems would spawn on the map.

Rather than planning for the base amount of core components I felt it was more beneficial to accommodate all possible spawn locations to allow easy map variation planning.

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Proposed Unique Items 

  • Suitcases, fishing gear and nets litter the grounds of Gilgo Beach. 

  • Within the killer shack a table strewn with vials of poison, knives, night vision goggles, a police scanner and harpoon bullets, disassembled traps lay discarded on the ground around the table.

  • A map adorns the wall, red string tying burial places of each victim together like a chain of people. 

  • Along the shore half dug-up graves, some with bodies partially pulled out lie waiting to be discovered.

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