Role
Overview
I worked as a Co-Lead, Level Designer, and Game Designer on this project
Webs of Reverie is a first-person horror game about a man trying to escape an asylum and discover what is reality and what is in his head.
Work
Pre-Production
First Design
- First design, had many connecting room without much hallway space inbetween
- This design focused on a more linear style of play. Forcing the player to essentially go room to room until they reached the end.

Issues
- The issue with a more linear map does not promote exploration.
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- This design did not well reflect how an actual asylum would be laid out.
- Not enough markers and reference of the key
Second Design
- Much more use of our key, helped communicate better with the rest of our team.
- Much more fluid design that actually promotes exploration for the player.
- Uses actual more real world references from existing asylums.

Issues
- While the design for this was much more advanced it was also harder to guide the player.
- Exploration was promoted but with the way our quest system was currently working it made exploration tricky as players could easily break the game.
Greyboxing
Issues

Solutions
- To solve our issue with players getting lost we added signs as would be in asylums or hospitals.
- To fix the issue with the exploration we went through and designed more thorough puzzles that would unlock new rooms around the map through keys and other assorted items.
- This design overall design was interesting but there were a few issues.
- While exploration was good players were often getting lost in the new block out.
- This also enforced exploration but made it so players could skip quests and jump to areas too early.

