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Over Time

Solo project, Level Design |Unity

This project--titled Over Time--was focused on using visuals and spatial design to guide the player through a map. I focused heavily on primitive design, i.e., using only primitive shapes to compose all man-made structures and objects within the map. The natural portions of the map were built with the Unity terrain editor. Lighting, line direction, and color played a big part in how I worked towards informing the player of where to go.

This coliseum is somewhat coming apart, showing the ancient remains of those who inhabited the land in distant eras.

An interior space to represent modern times and the comfort of today's living. This space was intended to feel cozy and safe to the player.

I wanted the smokestack to be a key element in telling the narrative of degradation over time, thus its constant visibility in the level.

This is another viewpoint from the interior of the player's house. This space is the den, where the player can look at photographs of their world.

I focused on showing the degradation of the environment over time, as shown here with the pollution from the rocket and the smokestack.

This is the player's bedroom. My focus with this space was to make it feel personal by adding photographs and miscellaneous items on the shelves.

This is the crash site for a mysterious rocket that landed in the area the player is in. The green glow indicates the pollution that often comes with technology.

This is a hidden alcove behind the player's house. The table has an ashtray with a lone cigarette, used to create a sense that someone inhabits the house.

© 2018 by Audrey Mladina.

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