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FutureGames (2019 - Current) Game Design Student
FutureGames (2019 - Current) Game Design Student
BOBBAN JONSSON
TECHNICAL DESIGNER

This was my graduation project at PlaygroundSquad. My main focus on this project was level design, but I also worked with blueprint scripting for creating events and some UI implementing. I also handled planning and audio implementation.
PROJECT DETAILS
Genre:
Project length:
Team size:
Game engine:
Responsibilities:
Top-down horror
9 weeks
12
Unreal Engine 4.17
Game Design
Visual Scripting
Level Design
Planning
GAME DETAILS
Abysmal is a top-down survival-horror game for PC.
In this game, you take part as a nameless vagabond in transit through a quaint city. But strange creatures stalk the streets tonight...
Use your trusty revolver and flashlight to fend off the alien horrors, and reach the train station... before the nightmare consumes you.
LEVEL DESIGN AND ONBOARDING
My design pillars for the level design was resource management and survival horror. In the end, we focused more on survival and overcoming enemies rather than resource management, as the length of the game didn't lend itself to exploration and scavenging.
The layout of the level was designed to teach the player to the core mechanics of the game, as well as lead them to the final event.
I used spatial UI and harmless critter enemies to teach the player the keybindings and how to use the flashlight as early as possible.

Spacial UI tutorial
A visual presentation for the game's keybindings, presented as spacial UI to not disrupt early momentum.

AI event
The enemy moves toward the level exit, forcing the player to confront a potential threat.

Early critters
Some harmless critters can early on clue in the player how the flashlight works.

Spacial UI tutorial
A visual presentation for the game's keybindings, presented as spacial UI to not disrupt early momentum.
1/3
LEVEL LAYOUT
The player will start off in the onboarding section off the map, where they will learn most of the fundamental mechanics of the game. It will end with the player facing off with just a single enemy, before moving on to the first combat encounter.
Between every combat encounter, we included a short breather so that the player could collect themselves a bit. These would also include streetlights that would hurt and stop enemies that are pursuing the player past the breathers. (We also culled AI agents to preserve performance.)
Plenty of resources are hidden nearby enemies or in dead ends, to make sure that there is a risk/reward element to find these supplies.
Layout legend





Player starting point
Goal and end of the game
Checkpoint to respawn at if the player dies
Enemy cluster or final boss
Ammunition and other supplies
SCRIPTING EVENTS
This was my first time scripting blueprints, which was a huge learning experience!
I scripted a lot of events in tandem with designing the level. Some example events are an enemy running past the player after the tutorial and the final event where the player is waiting for a train to arrive.
I also dabbled with some UI scripting, like the notifications when a checkpoint is reached.
GAME DESIGN & DOCUMENTATION
This project was based on a side-project that some of my classmates and I worked on for a few weeks.
The early concept leaned more toward wave-based survival, whereas we pushed it towards a more ambient and thematic experience in Abysmal.
Over the course of the project, I would help our team plan tasks, and prioritize assets & features.
A major planning component was to plan shoots and needed clips with our animator when we were doing our mocap shoots.
I also documented major design elements and changes in the game design document. I learned over the course of the project however that the time spent documenting could be better spent helping my teammates. Halfway through the project, I would stop updating the document and focus my efforts on finishing the game.
Video of the old project, simply titled Unreal Survival. It was made by
8 developers over the span of 3-4 on and off weeks.

Raw mocap data. We planned thoroughly which clips we would need
before shooting. I would also join in sometimes and help direct from a
designers perspective.
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