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Design Docs

Below are examples of my documentation detailing my design process for levels, quests, encounters and systems I design.

Survival Horror Level Design

Level Design documentation for a basement level I designed in Unreal Engine for a survival horror game. [Basement Level] Survival Horror Project Unreal Engine Level/Encounter Designer Horror Overview This is the basement of the museum the protagonists are trying to escape from. Inspired by Resident Evil 2, where the game takes place in one central area that branches out. After the players complete their investigation of the Museum, they will unlock their way to the basement. The basement is the area before they get to the final boss and escape back outside. What is this space? This space is the beginning of the basement. In order to successfully space, Players will have to complete a series of puzzles and encounter their first zombies. Where does it appear in the player experience? The basement appears after the player completes the Musuem. There are 3 sections. The museum where the players are introduced to plot and diegetic storytelling. Players will start piecing together what happened and start feeling scared or anxious about what comes next. What is the main gameplay purpose? Design Goals List the main goals for the level. Goal 1 Goal 2 Goal 3 Examples could include pacing, exploration, combat, tension, traversal, teaching mechanics, or environmental storytelling. ## My Responsibilities Clearly state what you personally worked on. * Level layout / blockout * Encounter design * Puzzle design * Gameplay scripting * Blueprint implementation * Lighting or atmosphere setup * Playtesting and iteration Only include responsibilities that actually apply. ## Level Layout Include a **top-down map, blockout screenshot, or annotated image**. Explain: * Player starting point * Intended critical path * Optional areas * Major landmarks * Combat spaces * Puzzle or interaction spaces * Exit / destination ## Player Flow Describe how the player progresses through the space. **Entrance → Exploration → Gameplay Beat → Transition → Encounter → Objective → Exit** Explain any major changes in pacing along the way. ## Key Design Decisions ### [Decision / Area Name] **Design:** Describe what you created. **Reasoning:** Explain why you designed it this way. **Player Experience:** Explain what you wanted the player to understand, feel, or do. Repeat this section for 2–4 important decisions. ## Gameplay / Encounter Design Describe any important gameplay setup in the level. Include relevant details such as: * Enemy placement * Sightlines * Cover * Traversal * Resources * Environmental hazards * Puzzle dependencies * Interactive objects * Player positioning * Encounter escalation Include an annotated screenshot or diagram when useful. ## Pacing Explain the rhythm of the level. For example: **Exploration → Tension → Puzzle → Release → Combat → Recovery** Describe how the environment and gameplay support those changes. ## Iteration ### Initial Version Describe the original design. ### Problem What wasn't working? ### Change What did you modify? ### Result Explain how the change improved readability, pacing, navigation, gameplay, or the intended player experience. Include before-and-after images when possible. ## Final Takeaways Briefly summarize what the level demonstrates about your design work. Focus on things such as: * Spatial design * Player guidance * Encounter composition * Pacing * Technical implementation * Iteration * Collaboration

©2026 by Andrea Carhuavilca.

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