Ethan Cossio - Level Designer
  • Portfolio
    • Golden Tides
    • Kingdoms and Heroes
    • Tenebris
    • Keeper of the Winds
    • Plunder the Present
    • Ground Zero
  • About Me
  • Misc. Demos

Tenebris (2020)


Developer(s): Gen Games Club
Platform(s): PC, Mac 
Genre(s): First-person shooter, Horror.
Release Date: January 18th, 2020

​Project Length: 14 months
Engine and Tools: Unity 3D, Github, Google Docs, Google Drive, Google Slides

Roles and responsibilities: 
​
Level Design
  • Blocked out and designed Episode 1's environment.
  • Marked and placed items and spawns (e.g., enemies, audio logs, etc.).
  • Drew map layouts for levels in Episode 2.
 Project Manager​
  • Hosted and facilitated meetings with news and updates, prompted progress reports and delegated tasks to members of respective departments based on priority.
  • Prepared notes and slides for meetings.
  • Took notes during meetings.
  • Problem solved issues between departments with troubleshooting.
  • Mediated members whenever conflict was arising. 
  • Kept members on track with their departments and objectives.
  • Coordinated and worked with members of all departments.
  • Met and discussed with others in executive meetings regarding the management of projects and tools.
Narrative Design
  • Wrote parts of Episode 1 progression.
  • ​Co-wrote Episode 2.
  • Wrote some of the email texts and audio log dialogues for Episodes 1 and 2.
  • Wrote and fleshed out some of the characters to fit with the game setting.
General Game Design
  • Brainstormed mechanics (e.g. random environmental triggers that lures enemies).
  • Devised new enemy types with unique interactions (tendrils spreading to sense the player) for later Episode(s).
​Research
  • Analyzed similar games for inspiration (Amnesia: The Dark Descent's insanity mechanic, Bioshock/System Shock logs and atmosphere, etc.)

This game's scope was to be spread across 5 Episodes and sought to give player limited agenda, atmospheric sound design, and inconsistent enemy encounters to ensure a subversive horror experience. The level design around Episodes 1 and 2 had bi-directional and modular level design in their respective segments whenever they best fit with the narrative and the enemy encounters. Episode 1 was completed and published while Episode 2 was going through development hell until October 2020 when the project was shelved indefinitely. 


Contact Me


Links

[email protected]
https://www.linkedin.com/in/ethancossio/
​
  • Portfolio
    • Golden Tides
    • Kingdoms and Heroes
    • Tenebris
    • Keeper of the Winds
    • Plunder the Present
    • Ground Zero
  • About Me
  • Misc. Demos