A project with the ultimate outcome of practicing my ability to properly and efficiently playtest and subsequently iterate on a level based on player feedback.
An exploration into how sticking with a chosen architectural style or real-life location can effect how the level designer creates and iterates on a level.
An exploration of how the player engagement process can explain and help rectify issues faced by players in HL2's Water Hazard chapter.
A couple of levels made to explore how implementing psychological horror and so called "corner of the eye scares" into an exploration-based level can create unique and truely terrifying experiences.