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Descent Into Darkness 

About the project:

Descent Into Darkness is a first-person linear horror game created in Unreal Engine 5. Players take on the role of Azrael, a woman accused of attempted assassination, navigating a blood-soaked underground facility in a desperate bid for survival. The game focuses on creating a narrative-driven horror experience, combining immersive atmosphere, survival challenges, and puzzles as players unravel the mysterious events within the facility.

Design Process

Level Design:
I prototyped a large, complex level, refining the design through multiple iterations to perfect the game’s flow. Each iteration improved the pacing and player experience, ensuring that the environment balanced exploration with narrative progression. To guide players subtly, I used signposting, such as illuminated signs and on-screen prompts, helping players navigate the space while maintaining immersion.

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Systems Development:
I blueprinted and implemented several interactive features, including doors, sound logs, and readable notes, to deepen player immersion. Additionally, I developed a simple save system, allowing players to save their progress, including variables like player location. These systems contributed to a seamless gameplay experience and allowed players to track their progress effectively.

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AI Development:
I designed and implemented AI using behaviour trees and Blueprints. The AI was programmed to pursue and engage with the player dynamically, adapting to player actions such as hiding. Over time, I made the AI more complex by enabling it to patrol different areas and search for the player in hiding spots, creating a more tense and unpredictable horror experience.

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Polished and Expanded:
Originally created as a master’s project for my degree, I revisited and upgraded the game by adding additional mechanics and improving the overall polish. I expanded the AI systems, added more interactive elements, and refined the level design to enhance player immersion and gameplay depth.

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Additional Mechanics and Enhancements:
New mechanics were introduced to enrich the game’s experience, such as more intricate puzzles, expanded AI behaviors, and refined environmental interactions. These additions helped to create a more engaging and dynamic player experience, making the game more immersive compared to its initial version.

Features

Post-Mortem

What Went Well:

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  • Atmosphere and Immersion:
    The game’s atmosphere, created through a combination of sound design, lighting, and level design, was highly effective in evoking tension and fear. The dark, claustrophobic environments and eerie sound cues contributed to the sense of isolation, making players feel constantly on edge.

  • Iterative Level Design:
    Through multiple iterations, the level design struck the right balance between exploration and narrative progression. Each iteration improved the game’s flow, ensuring players felt guided without being over-directed. The use of signposting helped players intuitively navigate the environment.

  • AI Complexity:
    The AI system, using behaviour trees and Blueprints, worked well in creating dynamic encounters with enemies. Players had to stay alert and adapt to the AI’s unpredictable behavior, which added depth and tension to the gameplay. The ability for the AI to patrol, detect hidden players, and change strategies based on player actions added another layer of challenge.

 

Challenges Faced:

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  • Balancing AI Difficulty:
    Finding the right balance between AI difficulty and player engagement was a significant challenge. Early iterations either made the AI too easy to outsmart or overly difficult, leading to frustration. This required numerous tweaks to ensure that encounters remained challenging but fair.

  • Scope of the Project:
    Initially, the AI systems and environmental interactions were ambitious for the scope of the project. Some features had to be scaled back or simplified to meet time constraints while still delivering a polished final product.

  • Time Constraints for New Mechanics:
    Although new mechanics were added during the upgrade from the original master's project, some features, such as more advanced environmental interactions, had to be postponed due to time limitations.

 

What Could Be Improved:

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  • Deeper Narrative Integration:
    While the game successfully conveyed a sense of mystery and tension, there’s room to expand the narrative further. More character development and lore could be added to deepen the story and player connection to the world.

  • Variety in Enemy Encounters:
    Additional enemy types and more varied AI behaviors could further enhance the challenge and unpredictability of the game. Expanding the enemy roster would keep players on their toes and increase replayability.

  • Enhanced Visual Feedback:
    While the visual design achieved the desired eerie atmosphere, more visual feedback during combat and key moments, such as UI indicators or special effects, could improve the overall player experience.

 

Key Takeaways:

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  • Polishing Mechanics:
    Working on an existing project taught me the importance of refining mechanics that are already in place before expanding on them. The upgrades to the AI and the addition of new mechanics were successful because they built on a strong foundation.

  • Balancing Ambition and Feasibility:
    One of the biggest lessons from this project was learning how to balance ambitious features with the available time and resources. This helped me prioritise core mechanics and ensure they were polished, rather than overextending the project’s scope.

  • Iterative Development is Key:
    The iterative process, particularly with level design and AI, was crucial in achieving a polished final product. Each round of testing and feedback allowed me to refine the game, ensuring that the player experience was consistently engaging and challenging.

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