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Bioshock Level Design

​Solo Project

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Software Used:

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Figma

Photoshop

Indesign

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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. â€‹â€‹â€‹â€‹â€‹â€‹

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

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