CLOCKWORK:
SHADOW OF BRAMALL

AN EXERCISE IN LEVEL DESIGN,
SCENE ASSEMBLY & LIGHTING

Clockwork: Shadow of Bramall is an atmospheric horror game developed by a small team, set in a faithful recreation of Bramall Hall, a tudor manor in the UK. It features an intelligent AI antagonist with noise and sight detection and is inspired by classic titles such as Amensia: The Dark Descent and Resident Evil / Biohazard. The team toured the manor itself during a research trip and took photographs of every room in order to digitally recreate the interior of the manor as accurately as possible.

I functioned as the project manager, and my contributions consisted of level design, scene assembly, asset placement, and lighting. The team included several 3D artists and a gameplay programmer to develop the final build. Below is a slideshow featuring in-game screenshots and detail lighting captures of the finished, fully-playable game level built in Unreal Engine 4.



RESEARCH TRIP

The team visited a tudor manor in stockport

to inform the art direction & level design


Bramall Hall: The manor itself in Stockport, UK


WHITEBOXING

The floorplan from the research trip was

used as the basis of the whitebox for the level


Floorplan of Bramall Hall used to create the Whitebox


MODULAR KIT

Photos from the research trip were edited to highlight areas

that could easily be broken down and recreated as a modular 3d kit


Sections of the Modular Kit

A typical room interior using the Modular Kit

A mock-up of the Great Hall using pieces of the Modular Kit