
The Wake
Horror & Psychology Level
Introduction
You wake up alone in an abandoned hospital. Darkness reigns, the silence is heavy, and every footstep echoes in the icy corridors. No memories, no landmarks. Why are you here? Who are you really?
As you explore the premises, the answers will gradually emerge... if you dare to go all the way.
Project Details
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Project Duration: 2 weeks
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Tools: Unreal Engine 5
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Responsibilities: Level Design
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Playthrough: ~ 10 minutes
Exploration

Stealth


References
For this project, I drew a lot of inspiration from the hospital in The Evil Within 2 and the asylum in Outlast.

Overview
Blockout Workflow
How I Blockout
1 - Choose the size of the playable space
2 - Define the main path
3 - Create a basic layout for the player
4 - Place a visible landmark to guide the player through the level
5 - Define the intensity of the level (stealth, exploration...)
6 - Add props & lighting to enhance the mood of the level
7 - Constantly playtest in-game for proportions and flow of the level
Level Breakdown
The player wakes up on the fourth floor of an abandoned hospital, with no memories.
As he explores, he encounters dark, motionless silhouettes that reinforce the strangeness of the place.
After a little progress, he unlocks access to the third floor, where he meets a talking entity. She warns him of the dangers to come, and sets in motion the narrative dimension of the game.
The third floor introduces infiltration: monsters are on the prowl, and the player, armed only with a flashlight, must advance cautiously until he reaches the second floor.
There, the entity reveals the events of his past. Once the truth is known, the player reaches the first floor, where he must make a final choice that will decide his fate.

Level Walkthrough
1. The Wake
Introducing the character to the world.

3. Talk With the Entity
Throughout the level, an entity speaks to the player, guides him, and scares him.

5. Stay hidden
Find the continuation via the green exit signs.

7. The Choice
Make a choice between the 2 possible endings of the level.

2. Open The Path
Introduction of the basic mechanics (crouch, flashlight).

4. Encounter with Monsters
Stay discreet and navigate through the darkness.

6. The events
Discover events as they unfold in front of the player.

Level Design Techniques
Lighting
I used lighting to subtly guide the player through corridors while enhancing the oppressive atmosphere.
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Enemy
Monsters are felt more than seen, creating fear through presence and unpredictability.

Stealth
Stealth relies on vulnerability, forcing players to move carefully and stay alert.

NPC
A single mysterious NPC offers guidance and hints at the player's identity.

Choice
The final decision gives emotional weight and meaning to the player’s journey.

Closing Thought
The Wake gave me the opportunity to dive deeper into narrative-driven level design, building a space where the player’s emotional progression mirrors their physical descent. Designing within the closed environment of an abandoned hospital challenged me to use lighting, sound, and layout to create tension and a constant feeling of unease.
I learned how to pace a level by combining different gameplay moments, exploration, stealth, and narrative interactions, while maintaining a consistent tone and dramatic progression. Integrating dialogue moments with a mysterious entity also taught me how to balance storytelling with gameplay flow.
Finally, this project helped me understand how space can carry meaning. Each floor represents a different stage in the character’s journey of self-discovery, and designing around that symbolism pushed me to think more deeply about how level structure can support emotional storytelling.