
Bioshock Level Design
​Solo Project
​
Software Used:
​
Figma
Photoshop
Indesign
​
​
Overview
I wanted to do a level design challenge to see how I would handle creating a level for a pre-existing title and the challenges that that process presents. I picked Bioshock as it's my favorite game and is the main reason I work in the industry. It was great to revisit its lore, alongside its interesting mechanics and grand environments. ​​​​​​
Project Goals:
-
Challenge myself in Level Design
-
Put into practice things I have read about
-
Focus on UX in spaces
-
Learn about environmental storytelling.
Level Goals:
-
Introduce more navigational verticality to Bioshock's Rapture as a space.
-
Expand an already existing aggressive mechanic (Cyclone Trap) as a way to navigate a playspace, giving more variation/freedom/challenge to the area/design.
-
Think how more can be shown about the world and its inhabitants.
-
Making a more dynamic environment that allows for puzzle-solving
​
​
​
​
​
​