Level Design
The drowned Quarter where the demo level takes place is just one snippet of the larger world surrounding it. The Drowned Quarter is the name by which the locals of Blackharbour refer to the Catacombs located to the south of the town.

References and Inspirations
Inspired by Pokémon, medieval Europe, and steampunk elements, with an emphasis on plague doctor aesthetics. The level is maze-like, following a semi-open world structure similar to the original Pokémon games, where different routes unlock based on level, skill, or other lore-driven reasons. The main town area will include an infirmary, shops for items and medicine, and other key locations.



Concept Poster
Dark tunneling catacombs underneath an isolated, ambient seaside town with creaking piers and walls covered in barnacles and seaweed, which evoke a sense of eeriness and isolation. This level is designed to blend exploration and tension, forcing players to navigate carefully through a mysterious environment while uncovering the town’s secrets and ridding it of its ghostly inhabitants.
Whiteboxing
To start with I began by using the starter assets in order to White-box the level. I found that I had to tweak the proportions a little from my original concept and poster design, especially with the staircase as I hadn’t properly considered the size of the player and how traversing the actual areas would differ from viewing it from above.




Set Dressing
For this project I collected a variety of assets from Unity Store, Fab Marketplace and Sketchfab. It was key to find cohesive elements that would all work together to create the style I wanted.



