Waking Nightmare
Designing an authentic gameplay experience by devising custom mechanics that fit the gameplay loop of the base game
Creating a level that adheres to AAA design rules
Goals & Learnings
Waking Nightmare is by far my most ambitious project, and also the one I hold dearest. A project I keep returning to whenever I have time to spare.
#level_design
A map that feels like an original

My aim for this project is to make a map that feels like it was made by Treyarch, although smaller in scope. For this I analzed the maps I loved and worked out with which design principles in mind they were made and what makes them fun, before applying them to my own vision.
#spacial_design
Distinct locations that play different

The map is divided into four areas: the docks, the factory, the slums, and the sewer. Each area was designed with distinct spatial parameters to ensure that every part of the map feels and plays differently. While the docks feature close-quarters gameplay with tight gaps that players must squeeze through, the sewers consist of wide, elongated spaces with a large central chamber. This contrast is intended to prevent monotony and create a truly engaging map.
#scripting
Custom mechanics fitting the thematic

Many of the game’s mechanics were altered, featuring a custom power and power-up system designed to provide a gameplay experience that fits the map’s theme: a strange Lovecraftian town filled with mystery, mysticism, and horror.
Power is activated by performing rituals, which open secret passageways to the sewers, while classic power-ups have been replaced with Strange Idols. These can be placed at shrines scattered around the map to grant temporary benefits.
Details
Radiant
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