XINYU
ZHANG
"LAYNE"
(Technical) Level / Game Designer



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The Dark Return
Level Designer | Narrative Designer | Scripter
Overview
Design Process
Tool
Fallout 4:Creation Kit
Platform
PC
Development Time
~ 200 Hrs
Team Size
Individual
ABOUT
The "Fallout 4" level "The Dark Return" is a standalone expansion set in a haunted mansion, where players navigate a patient's nightmare to help him awaken. Combining melee combat, puzzles, storytelling, and resource management, the level introduces a new enemy, the "Weeping Angels," who attack when not observed. This level offers a unique, immersive experience with a blend of suspense, environmental narrative, and innovative gameplay.
Design Goal
Design Techniques
Tension and Immersion
1. Unique mechanic - "Weeping Angel"
The level is centered around the unique new mechanic of the "Weeping Angels" (enemies that can only move when the player's gaze is averted). The enemies are designed to resemble synthetic humanoids, and the scene is filled with various human models (some of which are just decorations), making players wary of the "models" that could awaken at any moment. This combination of puzzle-solving (or searching for puzzle items) while constantly guarding against models that have moved from their original positions significantly increases the tension and immersion.
***. Tension Curve and Mechanic Tutorial
Before the first appearance of the "Weeping Angels," players only experience the environment subtly changing with the progression of the game, gradually building tension. In the first level, the bedroom, there are many such setups (like changes in lighting, positions of the models, and music) but no real enemies appear. It's not until the second level, the living room, that after reading a note, players see a moving shadow ahead. However, when they turn around, no moving enemy is found, only a model close to the player and frozen in an attacking pose - this is the first introduction to the enemy and its mechanics, as well as the first release of the built-up tension. The combination of these elements not only evokes stronger emotions (amplifying the sense of tension and immersion) but also leaves a lasting impression on the player about the enemy’s appearance and this scene, effectively teaching the player about this new game mechanic.
2-3. Sound and Lighting
Sound and lighting effects are undoubtedly vital components of a horror-themed level. Focusing on "tension and immersion," I designed and placed numerous audio and visual effects throughout the level to assist in storytelling, evoke emotions, and guide the player. For example, the first encounter with the woman (NPC wife) involves her humming a lullaby. As the lights change and the wheelchair moves, she gradually approaches the player and then disappears in complete darkness, followed by the opening of a door casting the shadow of a hanging person.
Narratively, this marks the woman's first appearance and suggests a once-happy family life, with the wife lulling her child to sleep (though the memory is distorted in the subconscious, making the scene less 'happy'). Emotionally, it not only leaves an impression about the mother and child but also instills curiosity and thought, fueling the player's desire to explore. The scene's execution (creepy sound effects, red lighting, fading lights, approaching footsteps, etc.) greatly enhances the player's sense of tension and immersion. In terms of guidance, the door that opens last and the only light in the dark scene subtly indicate where the player should head next, even though it might seem daunting.
Creative Spaces
1-2. Live Environment
To create a sense of an ever-changing environment, I designed dynamic map elements. For instance, in the theater level, an initially empty room becomes crowded with people on stage and in seats after certain puzzles are solved. This approach not only brings dynamism to the environment but also enhances the tension and engagement for players.
3. Reuse of Space
The level also emphasizes space reuse. Revisiting the same room can lead to changes in the environment and gameplay, such as new enemies or puzzles. In the final stage, after various scene transitions, players return to the living room for a "Hide and Seek" game, reusing all previously explored rooms but facing new challenges for a distinct experience.
4. Scene Transition
One of the key features of this level is its seamless, logical, and creatively integrated scene transitions, perfectly aligned with the narrative. For example, revisiting the theater after solving a puzzle and obtaining a movie ticket changes the scene for a new experience. Encountering the woman in the hallway for the first time leads to an altered hallway structure upon return. Reading a note transports players to a new scene that matches the note's content, initiating a new level. These creative and seamless transitions not only surprise players but also help them understand the story's content and direction, adding to the novelty and tension.
5. Room Themes and Aesthetic Styles
All rooms conform to the overarching theme of a "European-style mansion," with each room (bedroom, bathroom, study, living room, etc.) featuring its unique style and theme that corresponds to real-life counterparts. This helps players clearly distinguish each room and construct a mental map, preventing disorientation. Moreover, the decor in each room aligns with the story's progression, such as the transition from the mansion to the theater and the theater's interior decoration, as well as later stages hinting at past tragedies with coffin rooms and prayer rooms.
Engaging Narrative
1. Environmental Storytelling
Another focus of this level is environmental storytelling. Throughout the level, players have no opportunity for dialogue with NPCs (except for the introductory and concluding parts) but can still speculate about the unfolding story. For instance, in the prayer room, a table filled with candles, a large portrait of a woman on the wall in front of the candles, and the increasing number of stationary models around (implying mourners) combined with newspaper reports on the table, all convey the tragedy that befell this family.
2. Narrative-driven gameplay / puzzles
Many puzzles or "mini-games" in the level are designed around the current story, helping players understand the narrative through their own experiences. For me, puzzles disjointed from the narrative greatly diminish immersion, so my goal is for players to receive bits of background story after solving most puzzles. For example, in the theater, players need to find hints left by the wife and activate promotional images in sequence, where each hint either implies past family life or hints at the family's fate. The performances seen upon re-entering the theater also hint at their experiences. Additionally, watching a play is a part of their past life's memories. In solving these puzzles, players can, to varying degrees, grasp aspects of the narrative (though tension may reduce exploration of the story, especially for players focused on the narrative).
3. Plot Twist
The level also features several plot twists. Initially, players believe they are participating in a dream experiment to recover lost memories. However, as the game progresses, they realize something is amiss as they have no recollection or connection to the people and events they encounter. In the end, it's revealed that the researchers deceived the player, aiming to use them to help a patient trapped in a nightmare escape. In the final scene (the ending), players wake up to find their surroundings transformed into elements from the dream world. This final twist leaves ample room for imagination, allowing players to fill in the gaps and ponder the implications long after the game ends.
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I started building my level from a detailed map and an exhaustive document, covering all required gameplay elements (mechanics, enemies, weapons, etc.), map layout, flow, pacing, narrative, dialogue flow, quest flow, difficulty design, and progression.
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Following my design, I began constructing my whitebox model. Continuously iterating based on feedback from classmates/professors and other testers, I aimed to fix issues at each milestone, gradually refining the level to its current state.
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Notably, as this project allowed freedom in theme selection, I targeted elements like "Weeping Angels, horror, sound and light effects, creative space, transitions, and narrative" from the start. This guided my research and design process. In the Whitebox stage, I completed the level structure and basic functionality of the "Weeping Angels," as well as rudimentary transitions and lighting effects, providing testers with a clear sense of my overall vision for the level from early on.
Check Full Level Design Document
(41 pages)
Postmortem
What Went Well
Early Design Success Paves Way for Smooth Later Development
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Early in the process, I invested substantial time refining the design and considering every aspect. The level structure was so successful that it required almost no major changes later, freeing up time for other aspects.
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Additionally, I completed a high-quality whitebox phase early on, finishing 80% of the spatial aesthetics, allowing ample time later for more complex elements like transitions and performances.
First Attempt Yields Excellent Results
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My first foray into making a horror-themed 3D level, experimenting with new features like "Weeping Angels," sound and light effects, and transitions, was surprisingly successful, earning praise from peers and significantly enhancing my knowledge and skills.
Design Goals Fully Achieved
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The design goals set at the beginning were perfectly achieved in this level - tension and immersion: many colleagues testing it experienced "continuous screams" and sweaty palms; creative spatial design: testers often exclaimed "WOW" at new scenes; engaging narrative: most testers were moved by the story and surprised by the ending twist.
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More importantly — I am very satisfied!
What Went Wrong
Numerous Minor Issues
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Due to many new elements in the level that I hadn't encountered before, I spent a lot of time researching and finding implementation solutions, which sacrificed the time that should have been used for testing and fixing numerous minor issues. In later testing phases, almost every tester identified some small problems. Although most were resolved, there might still be some undiscovered issues.
Avoidable Residual Issues
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Some issues identified early on were only resolved in the final milestone stage. Despite multiple checks in the early stages, the causes of these problems remained elusive until a last-minute realization that they were caused by an oversight of mine.
What I Learned
Think Long-Term
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Adopting a long-term perspective in design and anticipating potential issues greatly exceeded expectations in benefiting the actual development process later on.
Once and For All
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In early development stages, it's crucial not to cut corners. Investing effort in building a solid framework and meticulously checking and testing at each stage ensures no serious issues are left unresolved. Otherwise, later stages become more entangled and modifications become increasingly complicated.
Allocate More Time for New Elements & Test Early
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When dealing with unfamiliar content, it's important to conduct research early or allocate more time to ensure ample opportunities for testing.
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Testing early helps to identify and resolve issues that might be difficult to notice on your own.
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