DIOGO GUERREIRO
GAME DESIGNER
THE BOSWELL ESTATE
Platform: PC
Engine: Unreal Engine 5
Team Size: 1
Role: Mission Designer, Level Designer
Overview
The Boswell Estate was designed during the CGMA Level Design for Games course, where each week I would create a playable blockout in a different genre or theme that would have to adhere to certain broad guidelines. For the week where this level was created, the goal was to create a linear, narrative-focused level in the Horror genre.
Narrative Context
A small town cop from New England goes to investigate a call that came from the estate. The thing is, the Boswells, a family of 5, tragically drowned in the lake 2 years ago. The investigation was brief and awfully confidential, leading to rumors spreading as to what may have happened.
Gameplay Beats
Since this assignment was geared towards narrative-driven, linear levels, the story and the gameplay beats were at the heart of all my decisions. After coming up with the concept, I created a pitch document for my mission where I broke down these beats to present my idea to others clearly and concisely. This mission was designed as if it was the first level in what would be a larger game, so its main purpose was to introduce the central mystery in the game's narrative. Once that was done, it was time to turn it into a playable blockout. Throughout the following sections I will showcase how those beats were translated into gameplay.
Entering the Estate
The mission starts with the player getting out of his car, as the road has been blocked by fallen trees. The road ahead is dark, so the player is prompted to turn on the flashlight by having the player character mention it out loud. While walking down the dark road, the player character says a few lines that provides the player with some background information on the family that used to live at the Estate, which not only is useful for the story being told but at the same time it also helps making a simple walking section more intriguing by evoking a sense of mystery and suspicion.
Using the first section of the Level to provide Exposition to the Player
Player finding the gate and jumping over
Finding a way inside the House
After climbing over the main gate, the Player heads towards the House. When reaching the front door, they realize it’s been shut with wood and nails. By looking for another way of getting in, they find a door at the back of the house that has been forced open. On their way to the back door, they notice a boat. Someone is there after all.
Player approaches the main door and finds it nailed shut
Player finds a boat while looking for another entrance, suggesting someone else is there at the house.
The noise upstairs
As the player enters, he hears a loud noise. Sounds like it came from the upper floor. The player steadily moves through the house and goes up the staircase. Entering the late couple’s bedroom reveals a teenage boy. He claims he didn’t make the call, and that he goes there from time to time to talk to his childhood friend, the eldest son of the Boswells. He also claims the phones don’t work. Sounds like something to be checked out…
Player going upstairs to check on the noise they heard
The Player finds a boy who claims he went there to talk to his dead friend
Better check the phones
After talking to the young man, the player makes their way downstairs again to look for a phone. Upon finding it and trying to use it, a door underneath the stairs opens on its own. It seems to lead to the basement….
Player goes to find a phone as a door opens under the stairs.
The Basement
Going down the ladder into the basement, the player finds what appears to be some sort of ritual. The candles, still lit. Whoever has done this, has just been here. The player calls the boy from upstairs. He swears he didn’t do it, and is surprised the player has even managed to open that door. Looking for answers, the player reaches for the book at the center of the ritual. As he touches it, voices from another world start whispering, louder, and louder… RUN!
The Player finds a ritual in the basement
As the Player touches the book at the centre of the ritual, strange voices whisper louder and louder.