A group final project for Simulations and Serious Games at Columbia College Chicago. A first person 3D game meant to teach a user on how to survive being caved in during an earthquake at a school dormitory's basement. The game features an environment filled with realistic events such as flooding, gas leaks, gas fires, cave ins, and power outages.
My role for this project was to design and populate the level with props and items and relay to the team what each room is meant to be along with their purpose. Beyond that I also had to find and gather sounds appropriate for each room and event that would occur.
Postmortem
This is the first serious game I had a hand in developing and I'm happy I could try and design a level that's meant to be realistic. It was an interesting challenge trying to take space, design, and functionality into designing this space. I took some inspiration from my elementary school boiler room, where there could be open spaces, but plenty of tight tunnels filled with piping that seem to disappear in the walls. It was fun recreating a realistic space and while I think I made some flubs like a second floor beneath the first for all the water piping and all to me I've never heard of or personally seen. So for my first shot at a realistic environment, while I'm proud of it personally I think there's room for improvement. For a simple project like this, there's the perfect amount of rooms and each room fits a purpose to hold certain items and trigger certain events at certain times so while the layout might not be the most realistic and there certainly can be more, it does fit with the parameters of the project, the more I would've added, the more the team would've had to add also.