STEVEN BISCHOFF

Dishonor Thy Neighbor Design Process

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After the paper prototype, I began designing the level digitally. I utilized 4 split layout in Unity to get accurate positioning and measurements for both the floors and rooms. It was primarily a bare bones build, focusing on giving my team and the play testers an idea on how the level would look and feel.

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A month into the design process, the level was coming alive. I added placeholder furniture so that the programmer could get in necessary code for interacting with various objects. I also followed feedback from play tests to make every part of the level worth exploring and utilizing.