Level Design – Without You

June 14, 2010

Tasked with creating a mission-based level, my design focused more on the story and cyclical progression of the player through the level to accomplish tasks and revisit certain parts of the area.  In that, the ‘U District’ is a close, compacted area filled with places for the player to visit and gain information, close enough that revisiting an area isn’t a burden on the players’ time.

The level was designed in Google Sketchup, as it was primarily a pre-concept for a storytelling vehicle, with the level design catering to the needs of the player in context of the story progression.

Download the full pictorial walk-through here

A coffee shop, used to practice investigation techniques, and a hub for the book-based puzzles in the level

Overview of the community park, looking out on the city. Park allowed for a side-mission (chess) that could unlock further content in the school library

The University. At the end of a series of bookstores and curio shops, the U District is shadowed by this old school


Without You – Machinima

April 28, 2010

Turning point machinima/cutscene from my story concept, ‘Without You’.


Without You – An Introduction

April 28, 2010

A concise overview of my story concept, ‘Without You’.

Without You – Introductory Overview (PDF)

Without You – Introductory Overview (DOC)


Without You – Character Arcs

April 28, 2010

Complete character arcs for two characters in my story concept, ‘Without You’.

Without You – Character Arcs (PDF)

Without You – Character Arcs (DOC)


Without You – Dialogue Scene

April 27, 2010

Major cutscene script from my story concept, ‘Without You’.

Without You – Dialogue Scene (PDF)

Without You – Dialogue Scene (DOC)


Without You – Cutscene Breakdown

April 27, 2010

Full cutscene breakdown for my story concept, ‘Without You’.

Without You – Cutscene Breakdown (PDF)

Without You – Cutscene Breakdown (DOC)