BioShock – Bathysphere Maintenance

BioShock – Bathysphere Maintenance | Personal Project | Unreal 5| 2022

NOTE: This is an live page which I’m using to document my level design process. Apologies if its a little all over the place.

Design Goals

  • First level of a DLC

Level Design Research

I began by replaying BioShock, BioShock 2 and Minerva’s den to get a general feel for how the levels are designed. As I played, I noted down, the general layout of the levels, environmental storytelling aspects, story events, splicer attacks and pickups.

Level design goals

Both BioShock and BioShock 2

introduce the player to the world

Introduce player mechanics e.g. walking running, jumping, crouch etc.

Introduce weapons’ and combat such as the wrench
Introduce plasmids

Players are allowed to use the weapon or plasmids in the game

The Lighthouse

Planning & Reference

Related pages

  1. BioShock – Level Design Project – Reference
  2. BioShock – Level design project – Lighthouse
  3. BioShock – Level design project – Planning