Сryosleep and medical unit – Level Design
Developing the Opening Scene: The Heroine’s Awakening in the Cryounit, Creating an Endless Cemetery Atmosphere, and Iterative Location Development from Gray Prototypes to Detailed Environment At this stage I moved on to the game design of the first scene—the one the game essentially begins with. Here I had to solve several problems tied to both lore and gameplay. First of all, as I already mentioned, the game will not have any elements that feel unnatural to the environment, like a dot or a crosshair drawn in the middle of the screen. In my opinion, those things seriously damage psychological immersion, break the sense of depth, and throw off the player’s focus—even if they can feel very convenient during gameplay. The same goes for the rest of the UI: health and stamina indicators, an ammo counter, and so on. In my view, removing all that visual noise will only enrich the game. And when the player actually needs to dig into the interface,…
