Demand Dial Exorcist

Narrative-driven apartment level focused on environmental storytelling and player exploration.

A fallen movie star’s apartment haunted by a presence that manifests through reflections and decay.

Role: Solo Level Designer
Engine: Unreal Engine
Focus: Environmental storytelling, spatial design, player-driven narrative

Link: itch.io game

Overview

Demon Dial Exorcist is a narrative-focused level set in an apartment of a fallen movie star haunted by a demonic presence.

The project explores environmental storytelling as the main tool for narrative delivery, allowing the player to uncover the story through exploration and observation.

My Role

– Designed the full apartment layout
– Developed environmental storytelling concepts
– Gathered references and visual inspiration
– Created level blockout and final layout
– Defined narrative elements and how they are reflected in the environment

Design Goals

– Tell a story entirely through the environment without direct exposition
– Encourage player curiosity and exploration
– Create a strong emotional atmosphere through space and detail
– Use environmental changes to reflect the character’s psychological state

Environmental Storytelling

The apartment reflects the life of a once-famous movie star who has fallen from fame and is now haunted by a demon.

The presence of the demon is expressed through environmental details:

– Mirrors are covered, as the demon appears within reflections
– Water turns into blood, leading to bottles of water scattered throughout the space
– Food rapidly spoils, resulting in stacks of takeaway boxes
– Floorboards creak and shift, so they are nailed down in an attempt to regain control

Each element is placed intentionally to communicate the character’s fear, isolation and loss of control.

Spatial Design

The apartment layout is inspired by classic New York residences from the golden age of cinema.

The space is structured to:

– Guide the player naturally through key narrative points
– Create a contrast between past elegance and current decay
– Support a gradual discovery of the story through room-to-room exploration

Player Experience

The player explores the apartment, uncovering the story through environmental clues.

The experience is designed to:

– Start with subtle unease
– Build tension through environmental inconsistencies
– Reveal the full extent of the character’s situation through layered details

Process

The level was developed through:

– Reference gathering and research
– Iterative blockout and layout design
– Gradual implementation of storytelling elements
– Refinement of environmental details to support narrative clarity

Key Takeaways

– Environmental storytelling can effectively replace direct narrative
– Small details can significantly impact player perception and emotion
– Strong spatial design supports both gameplay and narrative delivery