
The Eclipsed Sanctum
Level Designer
The Eclipsed Sanctum is a single-player level for the original 1996 Quake, with a heavy focus on caution, dread and fear of the unknown. The goal was to challenge the limits of what a Quake level could be, whilst remaining true to the original’s player experience.
Project Overview
Genre: First-Person Shooter
Team Size: Solo
Project Timeline: 8 weeks | 2024
Engine: TrenchBroom | Ironwail
Individual Contributions
Created a level from concepting to release.
Gathered, sketched and painted over reference images and architecture.
Experimented, measured and tested player metrics in metric gyms.
Blocked out, built and iterated on the layout and gamespaces.
Scripted, designed and implemented combat encounters and gameplay beats.
Playtested, analysed and iterated based on data from external playtesters.
Lighted, textured and iterated on the dark aesthetics.
The Design Intent
Player Fantasy
I wanted to create a haunted, dreadful experience through an abandoned and ruined castle. The player should be wary of their surroundings at all times, but still feel intrigued to discover the secrets of the castle. Creatures once rejected by society have taken over this castle and have made it their home. They are resisting and fighting the player, who is trespassing their grounds.
Design Pillars
Cautious & Dreadful Feeling
The player should approach every room with caution, and dread the unknown.
Exploration = Reward
The player should always be encouraged to explore, and should not be restricted to do so. Exploring should be rewarded.
Layout
<Sketches and proposal iterations
Haunted Environment
The environment becomes progressively more haunted, as it “reacts” to the player’s intrusion.
Implementation
< Short intro >
Block-Outs
< Show weekly block-outs >
< Describe modularity >
< Describe scripted sequences >
Playtesting & Iteration
< Describe iterative process informed by playtesting data >