Edge of Hell (2025)

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Hi-Concept: Rip and tear through your enemies as the all-powerful demon from Hell, Abaddon, in this thrilling first-person action game!

Team Type: College Team Project

Team Size: 8 People

Software Used: Unity

My Responsibilities:

  • Designed, constructed, and populated x3 diverse in-game levels, as well as x4 stylized boss arenas, in a 3D space within the Unity game engine.

  • Mindfully crafted the game’s pacing within the levels to ensure maximum player enjoyment.

  • Utilized various lighting techniques to strike a careful balance between immersion and performance cost.

  • Infused environmental storytelling at every possible turn, as well as being responsible for populating the level with art assets.

  • Promoted player choice at every turn, allowing the player to play the game in a variety of styles.

  • Structured & planned the overall flow of the game, including weaving the narrative into the levels, ensuring maximum utilization of game mechanics throughout the game, and creating a deliberate collectible system that encouraged world exploration and silently guided the player as a tutorial would.

  • Managed the day-to-day managerial responsibilities such as work distribution, hosting and scheduling meetings, organizing and maintaining services such as Milanote and Google Drive, writing meeting notes, managing project timelines, and cultivating cross-disciplinary teamwork. 

  • Designed engaging game mechanics and kept the team’s vision of the games consistent across the board to ensure clarity and quality.

  • Collaborated with art and programming teams to create a fully equipped 3D-2D hybrid action game over the course of 9 months, hitting all deadlines with pinpoint accuracy.

My Credits

Credited Roles

Breakdown:

  • Project Lead: Responsible for the game’s overall direction, creative vision, work distribution, and timeline management.

  • Gameplay Design: Responsible for designing the game’s moment-to-moment gameplay as well as core game mechanics.

  • Narrative Design: Responsible for crafting the game’s larger narrative & implementing the game’s narrative beats into the game world through mostly environmental storytelling techniques.

  • Level Design: Responsible for designing, building, and populating all of the game’s levels. Also included pacing design, puzzles, platforming, side objectives, collectibles, diegetic guiding of the player, tutorials, enemy placements, item placements, and more.

  • Technical Design: Responsible for designing and crafting certain complex level ingredients.

  • Environment Artist: Responsible for thoughtfully implementing and arranging nearly all art assets, 3D & 2D, throughout the game world to craft visually interesting scenes and thought-provoking environmental storytelling.

  • Lighting: Responsible for arranging the game’s lighting to carefully balance performance and visual fidelity on a case-by-case basis to craft visually striking scenes.

  • Audio Implementation: Responsible for choosing and implementing all of the game’s soundtrack pieces as well as matching SFX to in-game objects.

  • Game Playtester: Responsible for extensive bug-testing and playtesting of the entire game in a Quality Assurance (QA) capacity to ensure a pleasant player experience.

My Levels

Edge of Hell’s Level Flow, Narrative Influences, & Overarching Design Philosophy:

When planning the levels of Edge of Hell, I knew early on that I wanted to explore as many visually distinct areas as possible to really awe the player. My creative take on the realm between realms, Purgatory, was to split it into 3 different biomes to represent the chaotic and unpredictable setting the player found themselves in. The player acts as the demon from Hell, Abaddon, who has never journeyed the realm of Purgatory before, so I wanted the player to feel surprised to see that the realm just beyond Hell wasn’t just exclusively predictably hellish landscapes. In the narrative of our game’s universe, Abaddon has successfully conquered the realm of Hell, beating out his rival Azrael. Despite this, Azrael catches Abaddon off-guard right before they both ascend to the next realm to conquer it. It is here, at the edge of hell, where Abaddon is defeated and stripped of his powers. They both want to ascend to conquer Hell, Purgatory, and the ultimate prize: Earth. Making Purgatory a gradient between Hell and Earth was the goal. To succeed in this endeavor, the areas of Purgatory go from the unlivable backyard of Hell, to a tough-to-survive in desert-themed temple, to the frigid snowy edge of Earth’s barrier.

All of my levels were mindfully crafted to fulfill a particular purpose in the game. Level One, named Infernus, was designed to be a linear experience that carefully taught players the basics of the game. The large open spaces give players room to maneuver with the new controls. Tutorial boxes were carefully placed in areas the player was guaranteed to go, teaching them one step at a time how to light attack an enemy, how to use the ranged attack, how to save their progress, how to open gates, how to block, etc. The player is taught one mechanic at a time through an effective process that gives the player immediate opportunities to try out what they’ve just learned. The enemy density is overall less dense than later levels as to not overwhelm the player as they practice their abilities and moveset. Player choice was front of mind when building this level, which led to multiple available pathways to progress forward despite the overall linear design. To reduce player fatigue, I paced the entire level in a way where there would be minimal back-to-back experiences. For example, after a tense action-filled zone filled with enemies to fight, there would be a breather in the form of open areas to explore or a thought-provoking platforming parkour section. Then, after the break from the action, the next enemy room would be even more challenging than the last. This beautifully paced rhythm kept players from becoming too bored or too stressed at any given time, while simultaneously keeping gameplay fresh and varied for maximum player enjoyment. Collectibles are placed in arrangements that encourage players to move towards certain objectives and explore every nook and cranny of the world. Item pick-ups, like health and mana, are generously found throughout Infernus, and checkpoints are abundant near potentially tricky sections such as the lava parkour zone. Level one’s goal was to teach the player the mechanics of the game in a manageable environment via its linear structure, mindful pacing, and forgiving quantity of items.

Infernus = Linear Volcanic Hellscape Tutorial

Ergus = Complex & Dangerous Desert Temple That Tests Your Skills

Tundrus = A Guantlet of Mastery, Snowy Ascent To The Finale