
A cosmic horror narrative game for hand-tracking VR
Role: Level Designer
Company: Stitch Media
I worked as the sole Level Designer on Broken Spectre. Building the world from the ground up, as well as implementing the audio, the movement, and multiple other interactions within the game.





Responsibilities
Greyboxing
Making greyboxes and working alongside artists to transform the levels into a polished final state
Player Pacing
Designing strong pacing so that players are not lost or confused, as well as keeping players on edge and entertained
Movement, Audio & Interactions
Using custom tools, it was my job to implement the game's interactions, movement and audio


Greyboxing
Planning
Prior to developing the level, I would collaborate with the team to discuss the narrative elements and mechanics that were initially planned for each level.

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Blockout
Once I was satisfied with the 2D layout, I proceeded to block out the space. During this process, I alternated between VR and my scene view to ensure the scale was perfect.
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Implementing Art
Once the grey box was finished and we were satisfied with it, I collaborated with the artists to convey my ideas and realize my vision for the grey box.
2D Prototype
Keeping the narrative and mechanics in mind, I would proceed to create a top-down map in Photoshop to illustrate player movement through the scene. This map would be shared with the team for feedback and further refinement.
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Iterating
After the space was blocked out, I would collaborate with the team, testing and iterating until we reached a design where I felt players would be able to navigate through the level
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Player Pacing
I oversaw the pacing of the game and created a beat for each level. This allowed me to identify the most intense moments as well quieter lulls. As a result, I was able to establish a balance between the calmer sections and the action-packed segments.
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I would then discuss with the game designer the inclusion of things like sound effects in areas to heighten the sense of tension for the player. I would also suggest creating spaces that offer players a break or relief following the more intense sections of the game.


Audio, Movement & Interactions
Audio
I was responsible for implementing the audio for Broken Spectre, along with one other individual. My role was to integrate all the voice acting, music, and sound effects into the game.
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Interactions
I incorporated various interactive elements into our game using custom tools, including opening doors, climbing, puzzles, and memory fragments.
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Movement
As the level designer, I implemented all movement mechanics with our custom tools, creating positioning nodes for the game's teleportation system.
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