SHAWN SINGH
Game Designer

Capstone Project
Role: Game Designer
Responsibilities: Creating a game
Tools: UE5 and Epic Games Marketplace
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Dan Taylor’s principle three “a good level design tell what not how”(Taylor, 2013). In making my level I tried to use the objective to guide the player but not exactly tell them where they needed to go by having the entrances placed showing the player where they needed to go from first look. Dan Taylor’s principle eight is “a good level design creates emotion” (Taylor, 2013). According to Dans Taylor and Clair Hosking’s talks I made it night to with an empty train station to try and give the feeling of being alone having to use a flashlight to see kind of give a little mystery I think since you can’t see in front of you without it (Taylor, 2013; Hosking, 2017; Singh, 2024). Spatial empathy is where the levels bring out emotions with how the level is set up like low ceilings and narrow walls give a feeling of being trapped or claustrophobia, using Claire Hosking’s advice I made the basement full of boxes and dark with little light from the player’s flashlight to get the player to be a little weary while looking for the key to the door (Hosking, 2017; Singh, 2024). Dan Talor’s principle seven is “a good level design is easy medium and hard” (Taylor, 2013). “The player’s choices during gameplay determines how hard or easy the game is like if the player takes the hard part the player can get the strong item to make the rest of the game or level easier”(Taylor, 2013), The player can use the flashlight if they want to despite having to pick it up to get the next objective since the flashlight is not immediately used on pickup (Zygobot, 2024). “Architecture creates meaning through atmosphere rather than symbolism” (Hosking, 2017). With how big or small I make the area seem, I try to make the player feel a certain way like with what I said before with the basement area and the level overall with the time of day being night and the station being more or less empty (Zygobot, 2024).