Satanic Church Blockout
A downloadable Blockout for Windows, macOS, and Linux
This project is a Blockout of a Satanic chapel created in Unity (THIS ISN'T A GAME). The scenario is centered around an ancient, decrepit chapel used as a gathering place for a dark cult. Hidden away from the world, this once-sacred place has been twisted by unholy rituals and macabre practices. The story of the chapel unfolds through the level design, emphasizing environmental storytelling.
In the center of the chapel, under a grand dome, lies an open tomb, bathed in natural light that filters through cracks in the chapel’s aging structure. The goal of the blockout was to evoke fear and unease through the space itself, using nothing more than simple geometry and lighting.
The blockout is designed as a first-person shooter (FPS) map, with the intent of creating a space where players would experience both combat and exploration in a tense, atmospheric environment. The layout takes advantage of lines of sight and escape lines, subtly guiding players through the environment while maintaining an oppressive, eerie atmosphere.
Each area of the chapel is designed to support different playstyles: open spaces for more chaotic combat encounters, tight hallways for moments of tension and ambush, and vertical elements to add variety and challenge to navigation. The objective was to make the environment not only visually compelling but also functional for an FPS experience, with clear player routes and strategic opportunities for both offensive and defensive gameplay.
Project Details:
This blockout is a level design prototype, created to explore how environmental storytelling can communicate a place’s history and atmosphere without dialogue or explicit narrative elements. It focuses on evoking a sense of dread and curiosity, allowing players to uncover the chapel's dark past through the design of the space alone.
Credits:
- Game Designer: Adam Armonia - Level design, Blockout
- Engine: Unity.
This blockout is intended for demonstration purposes and to showcase level design for a potential FPS environment.
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