Red Light
(Contract Work)
A first-person extraction shooter infused with rogue-like elements, featuring fast-paced movement and style reminiscent of classic boomer shooters like Quake.
My Contributions & Responsibilities
  • Managed level design of the project.
  • Contributed to level ingredients, enemy types, and lore development.
  • Imported and configured various assets and textures for set dressing.
  • Set dressed "hub", "facility", "bunker" game locations.
  • Worked with Trenchbroom, Godot, Git, Excalidraw, Photoshop.



Pre-Production
  • Sketched detailed level plans and room layouts.
  • Configured a plugin that allowed map & texture import from Trenchbroom to Godot.
  • Found reference images and researched games like Escape from Tarkov for level design inspiration.



Location Breakdown
Lab
  • User Story: As a player, I want to explore an area that feels like a hub for experimentation with at least some verticality.
  • Description: The lab will be brightly lit but unsettling, with barriers and fences scattered around creating varied cover. Turrets and zombies will add to the challenge, demanding efficient maneuvering and quick eliminations.


Warehouse
  • User Story: As a player, I want a cluttered, industrial space with potential loot spots but also danger around every corner.
  • Description: The warehouse is filled with towering shelves and crates, offering unpredictable gameplay. The design encourages exploration while keeping players cautious of ambushes.


Bathroom
  • User Story: As a player, I want a tight space packed with enemies so I can experience the intensity of close combat.
  • Description: The hallway is designed with open space but limited cover while the bathroom has an enclosed area with limited space, heightening tension as enemies emerge from tight corners and narrow stalls. Expect an ambush setup, where zombies and smaller enemies rush you.


Server Room
  • User Story: As a player, I want an area that feels tight, where I need to manage threats while navigating obstacle-filled spaces.
  • Description: The server room is dimly lit with tall racks, casting shadows that obscure enemy movement and keep players on edge. It’s designed for strategic movement through narrow aisles, where turrets or drones might be stationed to provide ranged challenges.


Living Quarters
  • User Story: As a player, I want a place that feels like a reclaimed space, showing signs of habitation but overtaken by threats, creating a contrast between domesticity and danger.
  • Description: The living quarters mimic a once-inhabited space. The layout is semi-open, with corners sub-rooms that create ambush points for zombies or ranged enemies. The area encourages careful navigation and reward players who utilize precise movement to survive sudden attacks.


Experimentation Room
  • User Story: As a player, I want to navigate a simple decorated arena with clear evidence of past tests, so that nothing obstructs my movement.
  • Description: The experimentation room is dark and filled with remnants of failed tests, such as huge glass cylinders. This location should be ideal for encounters with tough, possibly experimental enemies.


Observation Room
  • User Story: As a player, I want a place where I can see into dangerous areas, heightening suspense before I’m forced to enter them. Alternatively, I want an area with high tech loot towards the end of my raid.
  • Description: The observation room has a large glass window overlooking the lab, giving players a preview of what’s inside if they haven't been there. A potential mini-puzzle or enemy could disrupt player's scavenging making it more than just a vantage point.


The Hub
  • User Story: As a player, I want to have a base of operations where I can store my gear and a shop where I can sell my gear.
  • Description: The Hub includes player's flat, a bus stop, a shop, a shooting range on a farm, and a forest that leads to the map called "Facility". Players can teleport to the bus stop and the entrance to "Facility" from their flat.


Facility
  • User Story: As a player, I want to have a military themed combat area with exploration, so that I can gather loot and get introduced to the game's combat mechanics.
  • Description: The Facility location is an old military complex. It is made up of 2 different fully furnished barracks and 1 HQ building with a cellar. The base also houses a radar installation, a shooting range, a helipad, and a few guard towers.


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