
Top Down View of the level (Sketch Up)

Level Summary: The player character is part of the soldier members where they decide to have a drinking session in the restaurant to reward themselves for surviving work throughout the day. Suddenly one of his friends acted strangely and attacked the other soldier after he drank the beer. He witnessed that the other soldier also started to act strangely after being bitten and tried to attack him so he had no choice but to kill both of them in the room. After calming down, he found out he was trapped in the room and a mysterious scroll appeared to ask him to clear the challenges that lies ahead in order to unlock the door. He decided to accept the challenge and leave the room. He will try to solve the puzzles presented to escape from the restaurant.
Events: (Apocalypse)
Location: Restaurant
Time Period: Medieval period
Set dressing of the Level


Kitchen (Start of the level)
Setdressing thought process and props adjustments: The player started back against its wall and 1of the 2 dead soldiers is placed beseide the player to tell the player that he killed the possess soldier. The other soldier was placed further to show that it was killed way before and those 2 soldiers are sitting close together which also explained why the props that are near the corpses are placed a bit scattared. The TV (Scroll) is placed at the end of the level to first attract player's attention to go towards there with the bloods and shiny lights to force the player to sign the contract of participating in the unknown game he's about to take part in. The door beside the TV(scroll) will open which make player go towards the second part of the level.



Dining room (Second Room)
As the player moved towards the second room, he will find themselves all the props are being damaged. Player corpse are scattered around the level with bloods being on the wall and floor. This is to tell player that a big fight happened here and there's no survival can be found. The player objective as of right now is to find the remaining valve to let all 3 torches to be light up. Therefore, the remaing valve I placed it near the fireplace along with one of the corpse. I purposely made it there's enough space for player to go towards the fireplace while having enough props to attract player attention to check it out. This also shows that the corpse solider before dead uses one of the valve to hit the other possess soldier before getting kill by the other. Once player lighten all 3 torches by turning on the valve, the door will be opened and can proceed to the safe room where there are survivors who survive the fight from the dining room. They interact with them and told them that people who went further never came back making the player feel more tense.


Reception room (Third Room)
As the player moved towards the final room, the reception room, player found out many corpse as they did not solve the riddle and could not ask for help which explains blood on their corpse as if someone slashes their bodies rather than becoming possesed by other natural causes. I purposely made the room darker and only some lighten up candle to let player know the grim situation they are in but there are still a glimmer of hope. Player put the correct object by obtaining from the corpse and place it at a designated position and get out of the room. However, when player reached out, all lights got turn on and there is no escape of the place as the fallen corpse right infront of you tried to escape and pass the riddle at the end of the day, stopped by the gamemaster.
Informations about setdressing
1.Even though the theme is Medieval, how can you be sure players would not be be confused about the the video players and valves?
--> I ensure on making it the surrounding feel of the level feel like a medieval kitchen with the only exception being the interactables props which allow player to focus on the props which are more modernised and standout and can sense that something is not right and unfamilliar with the place he's in right now which suited the apocalypse theme where the player as of right now do not know what's happening.
2. There's seem to be the use of Decals for some of the props like Flags and blood
--> This is to prevent having excessive files within the engine. However, the most important aspect is that it can save time for developers for not needing to create a new model when the players would not have any sort of interactions with it.