
Tower of Shadows - A Level Design Showcase
I very early had the idea of modeling the level after a clock tower. I was inspired by the wonderful Capcom game Clock Tower 3. I remember the game from my childhood, but not one that I played directly. My uncle played it while I watched, and I was captivated by the ambiance and tense confrontations with the “Subordinates”. The series didn’t make it past 3, unfortunately, but the impact has lived on to my adult years in school. It wasn’t particularly innovative or outstanding in any one particular way, yet it still affects me to this day and I think that’s special.
Designing a “chase” level
Week 1: Blockmesh
Week 2 Iteration: Mechanics Implementation
I learned so, so much from this project on referencing and optimizing code. I surprised myself a few times in working through issues I had like AI behavior and physics manipulation. I also successfully implemented several HUD elements and stat tracking all on my own; a huge boost to my competence.
The main focus for my mechanics was to encourage the player to interact with the level in a different way. The teleporters serve to disorient the player, but also create distance between them and the monster. Light grenades can be used to create time in a tight situation. Objects moved with the Matter Manipulator can create new pathways. Simple, but effective tools.
Most importantly, I think this week showed me that I do have the problem-solving skills to work through obstacles in my work. My project felt alive from week 1 to week 2, and that all came from hard work and a determination to follow my vision closely. It’s not perfect, but I think it’s exactly what it needed to become.