Fig. 1 - Cave Entrance
Windmill is a single-player level blockout made in Unity and Blender that tells the story of a remote village that lost its power. The player is assigned a simple task to restore the energy by activating two windmills.
The game aimed to monitor people's emotions during their playthrough to examine if the level design techniques successfully fulfilled their intention and therefore aiding in improving the game.
The game was built as a vessel to demonstrate the various level design principles applications I learned throughout my three years of university. To do it effectively, I began to draw the first draft of what I wished the game would look like. Additionally, as seen in Fig. 2, deploy key-level design methods that make sense in the story's context and pleasantly impact the player experience.
Fig. 2 - First draft of the map
Fig 3 - Diferences between the two versions
Windmill includes two versions: a curiosity and a tension version. These two versions were built from the same map base with only some key differences in a few spots to intensify their targeted emotions.
During the playtesting sessions, each player was randomly assigned a version of the game.