Duration: Sep 2022 - May 2023
Team Size: 19
Engine: Unity
Tools: VS Code, Unity Probuilder, Maya
Role: Game Designer, Level Designer
Game Length: 1 - 2 hours
Playtesting Sessions: 7
Duration: Sep 2022 - May 2023
Team Size: 19
Engine: Unity
Tools: VS Code, Unity Probuilder, Maya
Role: Game Designer, Level Designer
Game Length: 1 - 2 hours
Playtesting Sessions: 7
Story: A rescue team is sent to investigate an undersea research facility, but an unseen entity slams the submarine down onto the sea floor. The submarine is split in pieces and the is crew separated, but a lone diver lives and sets out to find survivors. His journey leads him to a discovery of terrible experiments, wildlife exploitations, supernatural phenomena, and a breadcrumb trail left behind by a surviving crewmate. When they finally reunite at the bottom of the sea, they are no longer themselves and decayed beyond human comprehension.
Tone: The journey drifts between moments of awe, with the wonder and beauty of the ocean relieving you of your isolation, and moments of dread, where every creak and scuttle hints at something monstrous just out of sight.
High Concept: Evade horrific creatures in immersive underwater environments, while finding a way back to safety, all while descending deeper and deeper.
Player Mechanics
Diving Knife: Cut through obstacles
UV Blacklight: Shine specific objects to reveal, activate, or burn a component
Diving: Move verticality and float in underwater areas
Invisibility: Temporarily camouflage to evade enemies
Inspirations: Our environmental puzzles and structure design was inspired by Breath of the Wild; Enemy encounters were inspired by Predator and Security Breach; The visual design and atmosphere was inspired by Abzu and Soma. Our game story took some inspiration from Pokemon: The First Movie, Avatar, and My Octopus Teacher.
Drove overall vision of design goals, pillars, and game direction through weekly scrum meetings.
Supported the team and made short and long-term planning for design features came from facilitated internal and external cross-disciplinary communication and collaboration between art, design, code, music, and narrative departments.
Created solutions for department pipelines and adapted to changes during the development cycle quickly and efficiently.
Documented game plans and design decisions to aid development and also identified design problems and proposed solutions based on playtesting feedback.
Concepted, researched, prototyped, whiteboxed, and ideated and successfully shipped different 5 underwater environmental levels
Designed puzzle elements, encounters, and level flow to emphasize simple, repeatable gameplay mechanics, and vertical movement for navigation and exploration.
Guided and worked with the design team on the construction and layout of levels for reviews and level passes.
Ideated levels for game balance, prioritizing player experience and engagement.
Level Goals: Allow players to practice using core mechanics in simple and repeatable ways.
The player practices
Breaking objects with the diving knife
Using the blacklight on highlighted puzzle elements
The player is introduced to
Using the blacklight on highlighted obstacles
Zooplankton collectables (stamina regeneration)
Basic enemy behavior
Design Choices: There were initially issues with players unable to discern what were boundaries and what was interactable. Due to the nature of it being an introductory level, I redesigned the layout to simplify the critical path to be intentionally short and straightforward. This same path is also teeming with colorful, glowing corals to lure the player forward. This change helped players focus on practicing their abilities on the environmental interactions to pass through the forest.
Level Design Techniques
Mood Boundaries: While kelp is used to create trails, atmospheric differences dictate when the player enters enemy territory.
Spatial Tension: The corridors in the maze are tall and compact to create tension.
Weenies: A large structure is seen across the forest to tease the goal.
Risk & Reward: Collectables are away from main path or in dangerous areas.
Environmental Storytelling: Dr. Kepler's corpse and final message warns the player of what to expect in the forest. Freak Fish's home displays his "trophy" collection and miscellaneous knick-knacks.
Result: The level was originally meant to introduce the core mechanics, but early internal feedback, particularly around it feeling "too easy", led to adjustments before the game’s full difficulty curve had taken shape. As a result, the enemy AI's pathfinding became fast and unpredictable. While the feedback was valuable as it made the level scarier, its timing influenced decisions that affected the level's role in the broader gameplay experience.
Level Goals: Use level flow to introduce vertical movement and environmental problem solving.
The player practices
Using the knife to break objects
Using the blacklight on highlighted obstacles and puzzle elements
The player is introduced to
Vertical movement through underwater diving
Design Choices: The Vertical Slice featured this level as a large structure with many small, underutilized rooms which confused players. Recognizing these issues, I led a full layout redesign focused on level flow and function. The updated map introduced clear distinctions between the central hub, flooded areas, points of interest, and the critical path.
Level Design Techniques
Central Hub: All rooms are connected through the same point which gives the player a place to easily return to.
Problem, Solution Ordering: The layout is designed to always present the obstacle before the player finds the solution in a gated sequential order.
One-Way Valve: Once the player gets to flooded lower, floor, they cannot go back until they obtain the diving suit upgrade. This is intentional to help players focus by deducting the number of rooms to explore.
Backtracking: With the suit upgrade, the player is able to return to the top floor and proceed.
Worldbuilding Anchor: Each room is themed after the type of experiments or research the scientists did.
Results: While revamping the lab was a significant risk, the redesign successfully reimagined the game's scrapped premise and established a unique, engaging atmosphere for players. Some extra additions included worldbuilding elements like experimentation chambers and observation decks overlooking the kelp forest.
Level Goals: Using environmental elements to overcome an enemy
The player practices
Using the knife to break objects
Vertical movement to navigate underwater
The player is introduced to
Cover to evade the enemy
Using the blacklight while swimming
Stamina regeneration usage
Opportunistic decision making through a set enemy path
Design Choices: Due to scope constraints, we overhauled the mechanics of this encounter to focus on simple environmental interactions to "neutralize" the eel instead. In our Vertical Slice, players didn't seem to utilize the diving mechanics despite it being an underwater arena. To address this, I pitched a revised level layout that utilized verticality in order to complete the generator objectives by creating a loop of players diving into the pit and swimming out to reach generators. This resulted in player's awkwardly shimmying around the water's surface, evading the eel entirely. This was immediately addressed by moving the generators to be submerged in the pit along with the inclusion of "hidey-holes". Additionally, based on internal feedback that the blacklight mechanic felt underused, a second phase was reintroduced where players needed to stun the eel using the blacklight.
Level Design Techniques
Compression & Release: Coming out through a tight gap reveals a massive arena.
Privileged Perspective: The player has space to study the arena safely before jumping in.
Illuminated Path: All parts of the objective are connected by neon wires.
Cover-to-Cover Flow: Hidey-holes along the pit's walls make the player feel small, but safe. They are also strategically placed near generators to guide player movement.
Scripted Event: A backup battery will activate after the player destroys all the generators, forcibly reviving the eel.
Result: All changes to the arena led to players actively strategizing how they navigated underwater. However, the addition of the second phase ended up being an overcorrection in an attempt to integrate more core mechanics. While this change did align more with the narrative stakes of the game, unclear affordance with the blacklight led to frustrating experience for players.
Level Goals: Emphasize vertical movement through exploration and puzzles
The player practices
Verticality for more complex interactions
Using the knife to break objects
Using the blacklight on highlighted puzzle elements
Using cover to evade enemy attacks
The player is introduced to
Ranged enemy attacks
Timed enemy attacks
Design Choices: The cave system was designed where the entrance was the middle tier so the player could swim to the upper tier or lower tier easily. The bottom tier connects a long dead end with a cage contraption. Hazy lighting would obscure the cage before the player would realize they were trapped inside. Jagged pillars were framed to contrast against the lighting to foreshadow danger.
Level Design Techniques
Tension Break: Progression is gated until the player feeds the sleeping Hermit Crab a snack to unblock a path.
Verticality: The structure of the cave requires players to practice navigating towards puzzle elements at various elevations.
Foreshadowing: Before entering the fish trap, there will be broken cages and fish bones along the path.
Silhouetting: The cage environment itself is minimalistic to focus on the trapped Zooplankton which stand out because of the negative space created.
Compositional Framing: The player only views the Pistol Shrimp from a low angle, highlighting that the Pistol Shrimp is in a privileged position to always track and attack the player.
Result: Internal feedback indicated that the linear path to the trap wouldn't encourage players to walk towards it. To address this, the fish trap was adjusted to close automatically after a set time, resulting in a game over if the player failed to reach it. This change provided players with a clear objective and the encounter with a sense of structure, while still preserving the element of surprise.
Level Goals: Test player's mastery of core mechanics and vertical movement
The player practices
Verticality for more complex interactions
Using the blacklight on highlighted puzzle elements
Using cover to evade enemy attacks
Evading timed enemy attacks
The player is introduced to
Invisibility to evade enemy detection
Design Choices: The prototype ended up not aligning with the intended experience, so I led a revamp of the map to better reflect the stakes in the story and to introduce contrasting areas between Phase 1 and Phase 2; Phase 1's structure provided vertical safe zones from Shrimp Man burrowing underneath, while Phase 2 emphasized mobility and decision making to counter both Shrimp Man and the Pistol Shrimp. Zooplankton are also used as glowing markers to guide the way for the player.
Level Design Techniques
Thematic Shape: The layout is intentionally designed to be heart-shaped to mirror the current narrative beat and motivate movement for gameplay.
Verticality: Used to encourage the player to explore safely. Also used for completing puzzle interactions in elevated areas.
Gradual Complexity: This level has players strategize how they layer their actions and abilities (core mechanics) simultaneously and sequentially.
Guiding Lights: Zooplankton contrast against the hellish terrain to guide the player.
Ambush Zone: Walking on the ground could trigger an ambush from Shrimp Man. After entering the fake exit, the Pistol Shrimp will ambush the player.
Result: The player would need to balance their stamina and invisibility usage to overcome this fight but both phases introduced their own challenges: Player's struggled to complete Phase 1 because the vertical playground blocked important sightlines like the main exit. Conversely, Phase 2 didn't offer enough cover to block attacks. Despite these issues, the entire encounter is thrilling experience and successfully challenged players' mastery of their core mechanics.
Before&After Placeholder Video
The main issues that snowballed into other issues:
Affordance issues with the tutorialization of the main mechanics resulting in inconsistency with how they are used and players figuring them out by brute force instead.
Conveyance issues with how the game's objectives became unclear as gameplay feedback became less immediate as the player progressed.
I conducted specific case studies to address the points above:
Adjusting puzzles to address affordance issues (ex: reinforcing mechanics sooner, additional feedback cues via audio or animations).
Creating more pathing alternatives in levels to lean into player's preferred freedom of movement.
Reducing attack radius of enemies and adding more cover to encourage players to refocus on puzzles or escaping during encounters.
There was always a sense of wonder and discovery while traversing the world of Aphotic Descent, but I always wanted to do a "pokedex" for the monsters and a journal for the player. Funnily enough, a game of Among Us is what got me set on expanding this feature.
It felt fitting that in a game about scientists underwater, that the player also takes the role of an investigator can also gather previous notes and study the creatures on their adventure. It was explicitly designed so that as the player explores, information in the tabs will update. The Encyclopedia updates as the player gathers data from beating encounters.
We made it as immersive as possible by giving the Diver a unique animation to look at their gadget when the player pauses.
When I wasn't doing level design, I was still the team's game designer, leaving me in charge of the Game Design Document, which went through edits and iterations every sprint.
I often wrote design documents, though not just limited to the design team, and gave presentations on to maintain a tight game direction, held discussions to resolve design and gameplay issues, held design meetings to ideate on our concepts for levels and encounters with programmers, and even had group storyboarding sessions to design each panel for our cutscenes with the artists and story team.