Delirium
About
Delirium is a 3D experience my team created during AIE's minor production project in 2020. After the project due date, the team continued to polish the game and use it to hone our skills. During production, I acted as the Lead Designer and spent much of my time within engine putting our four levels together. Due to the unique premise for Delirium, and the project being entirely remote, I exercised team communication heavily. I especially felt growth when communicating with environmental artists and improved in conveying my intentions and needs.
Delirium was originally designed with the goal of providing a reason to avoid the use of certain drugs outside of them just being bad for you. I wanted to tackle this sensitive issue by conveying a loose interpretation of the effects that specific drugs can have. We chose four different drug types and created a level for each. Each level held an experience matching that of its specific drug, as well as a representative demon for that drug. These drugs were Opium, PCP, Speed, and Acid/LSD. Within these experiences, we would make a statement that the player may interpret about one or more of the psychological hurdles that drug users may face. This felt more and more like an important undertaking as I researched each topic in-depth. Each drug/level has a specific message it is trying to convey but leaves much up to player interpretation. We make a real effort to leave the player in a state of Delirium.
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Worked closely with multiple disciplines, including art, programming, and production.
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Programmed game systems and level interactions. C#
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Documented our GDD, Art briefs, Level Overview Documents, and Presentation Materials.
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Created and implemented multiple VFX pieces.
Links
Involvment
Level Design Showcase
I was the sole level designer for Delirium. I designed, prop placed, and helped to program four unique levels. These levels are known by the Demon represented within each. First we have our Hub, known as Dread. Dread is followed by, Rush, Flower, then Psil.





Rush:
The Rush Level is an infinite runner which takes place in a funhouse. The player starts off in a deep space, before running into and crashing through a pane of glass. They then dodge through pillars, killer clowns, and speedy Roadrunners. They'll emerge on the other side, running down a quiet street until they collapse.




Flower:
The Flower Level is an unusual maze. The player isn't actually locked onto the path in the traditional sense. They can walk through the grass, but will slowly have their screen inhibited, and will eventually pass out if they go too far off track. Passing out just brings you back to the start. Finding your way out of the maze will bring you to a cave which acts as your final challenge to "escape".




Psil:
This level is a psychedelic platformer and shooter. The player platforms across hot air balloons, floating eyeballs, and all sorts of other madness. They will make their way up to the head of the demon Psil and challenge him. Besides these three levels, Delirium also features the Dread level. That level is a simple Hub, so it isn't featured here. I also designed a level for PCP, but we didn't end up getting to include it. Alas I hope these showed you what your looking for. Thanks!