Jimmy Brown | Level Designer
  • Portfolio
    • Adventure Roll
    • Children of Ug-Qualtoth
    • Lordbound
    • Whispers of Ug-Qualtoth
  • Resume
  • About Me
  • Contact

Whispers of Ug-Qualtoth
 - Level Designer -

​Development: Ongoing
Group Project
Engine: Fallout 4 Creation Kit 
Status: Early Development
My Duration: 2020 - Present

​​Project Summary: 
Whisper's of Ug-Qualtoth [WoU] is the sequel and finale to our critically well received Lovecraftian Fallout 4 mod, "Children of Ug-Qualtoth" [CoU]. Delve into a sealed military facility and follow the investigation over its inhabitants mysterious disappearances. But, be wary of ones sanity, not everything is at it seems...

For WoU we made it our objective to try and create an open and broad exploration system with Metroidvania-esk level designs combined with Fallout 4 gameplay and Lovecraftian horror aesthetics. Our mod doesn't use Map markers, but instead relies on visual cues placed in the dungeons design like lighting, sequences, etc. to point the player in the right direction. The design of the entire dungeon is centered around a HUB center, that breaks off into linear branches. Each of these branches has a Main Objective that will progress the storyline and circle back to the HUB location so the player can quickly access new parts that we're previously locked off in the HUB. For example, some of these blocking mechanics are things like green fire that can only be extinguished with a "Lovecraftian Fire Extinguisher", keycard upgrades, passcodes, buttons, and a teleportation attachment (essentially a hookshot). 

With this being a horror-centric mod, the dungeon is built around small corridors and dark lighting so that the player must rely on the Fallout 4 Pipboy lighting mechanic. New enemies added into the mod play a large part in the horror as we took inspiration from games like SCP, Half-Life, and Amnesia.  With the level being metroidvania horror with areas that are revisited multiple times, the design philosophy is that each time an area needs to be backtracked something new must to be added to create interest and provide the player an additional sign of progression. For example: In an area in the dungeon a trigger occurs after turning off a switch. This will turn off all the lights, disable the music, open new doorways that expand the path back to the beginning of the section, and spawn new "Statue" enemies that previously were not in the location. The NPC's that don't move create a new tension as some will suddenly "Awake" and attack the player as they roam the now expanded atmosphere. 

This project is still very much a WIP and a good bit away from release, but we continue to passionately develop it and can't wait to release it one day. 
​
Detailed Role Description / Tasks: 
Concepts​:               
  • Notes filled with:
    • Information relevant to other departments (things to keep in mind).
    • ​Mood Board (concept drawings, visual aesthetics, etc.) 
  • Paperdesign (Drawing, Adobe Photoshop, Paint 3D, AutoRealm)
  • Graybox design in Creation Kit with gameplay implementation. 
  • Initial proof of concept with gameplay examples.
    • ​Build a test level for new gameplay mechanics.
    • Create small initial testing rooms with filled clutter to help distinguish the feel / aesthetic of the dungeon, fitting alongside the Mood Board. 


Development:  ​             
  • Expand upon initial proof of concept and implement designs into a new level.
  • Create prefab assets that will help quicken development timeline.  
  • Clutter / Decoration Pass 
  • Optimization checks (done throughout development): (Navmesh, Lighting [#oflights], Boundaries, z-clipping, collision checks, Framerate between PC and Xbox One, etc.)
  • Create and implement encounters: 
    • ​Combat
    • Puzzles 
    • Scripted Custom Events
    • Creating custom NPC's
    • Set Pieces 
  • Proper handover to the sound department. 
  • Playtest Level (Recurring throughout development)​​​
In-game screenshots of the dungeon. For the portfolio, I've significantly increased the lighting so the design is easier to see. Actual lighting is much darker.

Level Documentation:
Proudly powered by Weebly
  • Portfolio
    • Adventure Roll
    • Children of Ug-Qualtoth
    • Lordbound
    • Whispers of Ug-Qualtoth
  • Resume
  • About Me
  • Contact