Project Summary:
- Development Dates: March 2024 to April 2024
- Engine: Unity 3D
- Role: Level Designer / Model Artist
- Genre: Narrative
- Software(s) Used: GitHub, ProBuilder, Garageband
- Team Size: 5 Students

The player finds themselves transported back to their childhood home in a dream-like trance.

Interactive objects are highlighted using lighting and particle affects.

Once an object is clicked on, it disappears and the relevant dialogue is played.

At the start of the game, the apartment is brightly and warmly lit.

As the player finds more objects and learns about their past, the apartment grows darker and less saturated.
My Role: Level Design and Model Creation
Over four weeks of development, I worked as both a level designer and implementer. To begin, I sketched out potential floor plans with consistent units of measurement. Then, I created a rough greybox of the level, solidifying the space's architecture. Lastly (and most tediously), I used Unity's ProBuilder tool to 3D model dozens of assets before UV texturing them using teammate-created bit maps and applying lighting and/or particle effects when necessary.

The first step in designing our scene was to create floor plans and sketches of the apartment.

The second step was to create a basic greybox in-engine. At this point in development, we altered our appartment to have multiple rooms instead of a studio setup.

Next came the bulk of our 3D model creation, as well as some basic texturing and lighting.

Our last step was to polish the scene by adding smaller 3D models, finishing the texturing and lighting processes, and implementing UI and dialogue.

This game was created as a final project for GAME 3400, Level Design + Game Architecture, at Northeastern.
Contributions:
- Modeled and textured a majority of the scene's assets in-engine.
- Ensured that all parts of the game had an appropriate level of polish, and that there were no bugs/errors.
- Produced a light and nostalgic background track in Garageband, and implemented it in-engine to loop during gameplay.
- Contributed to dialogue writing alongside the rest of the team.