

A Day Out
A Day Out is a supernatural cryptid hunting game featuring multiple monsters, maps, songs, and so much more. I created over 20 maps for this game as well as a slew of other things. It’s by far my biggest and most ambitious project yet!
- Date. Feb 2021 – 5/09/2023(Early Access) | 6/27/24(1.0) – CURRENT
- Role. Project Lead, Creative Director, Game Director, Lead Narrative Designer, Lead Level Designer, Lead Writer,
- Team-size. 2
- Purpose. Personal Project
- Tools: Unreal Engine 4.26, Photoshop, Blender, Github, DaVinci Resolve, Audacity, PureRef.
Highlights
- Published on Steam in 2023 and has been receiving major updates as of June, 2026.
- Over 40,000 players!
- Played by SEVERAL big & small content creators, including SMii7Y, CaRtOoNz, Fooster, Fisk, and many more!
- Large Discord Community with Community Lore, Community Created Content, and more!
- I Created over 20 Maps for this project!
This project was ambitious so it was important to plan it out while maintaining a realistic scope in mind. As a team of 2, I knew this would be incredible important to create a comfortable yet realistic timeline for us. Otherwise we may have faced the harsh reality that this project would either be scrapped or take way too long to finish. So I made the decision that our first public release would be Early Access which would have allowed to bring in funding while maintaining the scope and integrity of the game.





Inspiration & Other media:
Horror stories and other horror related media were crucial for nailing the cryptids in the woods feeling. But not just horror media, but stories from our real world were etremeley helpful! I am a big fan of the outdoors so I used my previous experience of trails to help guide my creative process when it came to exterior maps and my love for horror media to guide the interior process. .
Real-World Experience — helped ground the maps in believable layouts like trails, density, etc.
Mood boards — used to establish visual consistency, tone, and overall direction. Mostly just a ton of photos, videos, sounds, that I felt represented the tone I wanted to achieve.
Other media — Since this was a passion project, it was heavily inspired by things I grew up with like camp stories, Folklore, shows like X-files, Supernatural, and Scooby-doo were massive inspirations for this project! So channeling what I loved from those shows into the game was an important process for me.
Starting The Project
I begin every project by gathering visual and thematic inspiration. This project in particular was interesting in gathering references when every map could vary from a summer camp to a Eastern European snow covered village. So I treated each map as it’s own space and narrative, ensuring it still fits within the world of A Day Out.
When designing A Day Out, I knew the idea of capturing cryptids and other monsters would require a fair amount of planning to ensure they fit within the world, the combat, and the maps. Finding inspiration in other media such as games, movies, and even old folklore was crucial in nailing down the feel of the world as well. We wanted to make the monsters / cryptids follow their real-world lore if applicable while adjusting them enough to fit within the world.




Planning The Project:
I knew this project would be fairly big, especially for two people so I knew planning the game early would be CRUCIAL for the success of the project. I wanted to avoid burnout while still maintaining a realistic development timeline. So I made sure to
- Work with the Other dev to create a cohesive and efficient Game Design Document (LINK IT HERE)
- Planned an efficient work schedule that worked for both of our schedules while ensuring the project is still completed in a timely manner without experiencing burnout
- Unreal Engine 4.26 – Since we had previous experience with Unreal Engine we decided early on to use this engine. It allowed to implement and iterate features fast
- Github – Like our previous project, we knew an efficient method of source control would be needed so we made the decision to use Github again. We were both experienced with it.
- Early Access – I also made the decision early on to aim for an Early Access launch to ensure we could build the core game while expanding our feedback. Looking back this was definitely the right decision as it allowed us to add more features, polish / refine current mechanics.
The Design:
This project was a unique challenge for me as each level needed to feel like it’s own Narrative / Map designed around the Monster. I decided to design each Case with the idea that it would serve as an “Episode” in a greater “Season”. Like a TV show, an episode should stand on it’s own while also contributing to the overall Narrative of the season. So, each Case would offer it’s own narrative and monster, with an Intro, Conflict, and Resolution. Making it feel like it’s own “standalone” episode while also allowing me to weave those individual cases into Narrative Arcs. So when designing these cases, I made sure to focus on:
- Individual Mood Boards
- Plan POIS
- Early Player Flow
- Mechanics
- Narrative Needs
- Keeping in mind that each Case is planned like an “individual episode” each with their own Intro, Conflict, and Resolution, but like an episode, it could be apart of the season’s greater narrative.






Paper Mapping & Layout Planning
This stage allows me to fail fast and iterate cheaply before moving into more time-intensive production. At this point, I usually have a rough idea of planned mechanics and the core gameplay loop, which makes this stage much more effective. Usually drawn on paper or with minimal detail in Photoshop. This project was going to have multiple maps and stories which would require their own planning. Luckily my process was applicable to all maps in this game as well. My Process allows me to:
- Organizing ideas quickly
- Testing early layout concepts
- Testing early Encounters
- Understanding potential player flow
- Identifying POIs, hazards, and progression beats
- Testing Loot placement
This version acts as a blueprint for the level and directly informs the blockout phase. For this project alone I must have created over 40 paper maps! Some made the final cut others did not.
Paper Map v1
After validating the initial concept, I create a refined paper map to further test:
- Spatial relationships between areas
- POI placement and pacing
- Navigation clarity and overall flow
- Encounters
- Loot Placement
Clean Digital Map
Once the paper map feels solid, I convert it into a clean digital layout.
This step is crucial for collaboration, as it ensures:
- Clear communication between team members
- Easy readability and shared understanding
- A reliable reference throughout development
For this project it was more efficient to just draw up a paper map and upload it directly to my PC, which allowed me to make edits with my other team member. He was not going to be doing any level designing, but I still wanted to make sure the maps felt cohesive and met our quality before wasting any precious time in editor. This process was important for nailing down the flow early on. When you’re the solo level designer, it’s important not to get bogged down with perfecting a clean digital map.


Blocking Out the Level
First Pass
With the layout established, I move into the engine (in this case, Unreal Engine 4.26) to begin blocking out the level. This is one of — if not the — most important parts of my design process. Maps are great for organizing ideas, but you don’t truly know how something feels until you play it.
My focus during blockout is:
- Player scale and proportions
- Traversal flow and pacing
- Readability of spaces before art is introduced
I typically start with:
- Basic terrain (if applicable)
- Simple geometry to define spaces, routes, sightlines, POIs, world actors, and encounters
This stage is also extremely helpful for visualizing the world in-engine, especially for designers who prefer spatial iteration over abstract layouts. It’s much easier for me to iterate in-engine.
If a character model is available, I place it in the scene to ensure accurate scaling. If not, I use placeholder geometry based on standard engine character dimensions or established character height. This may also apply to NPCs if they are able to patrol or traverse these spaces. This ensures the level plays well before it looks good.
Iteration & Feedback
After completing the initial blockout, I playtest the level and gather feedback from testers and team members. This step is crucial.
As the designer, I already know where triggers, encounters, and scripted moments are placed. Having fresh players experience the level allows me to understand whether spaces read clearly, feel engaging, or need further refinement before expanding on them.
Iteration is a core part of my workflow. As development progresses, many factors may change, including:
- Player scale and proportions
- Traversal flow and pacing
- Readability of spaces before art is introduced
Because of this, I continuously refine the level to support the evolving needs of the game.
The number of iterations depends on scope and timeline, but my goal is always to deliver the best possible experience within production constraints — without ever losing sight of fun.




Mechanics-Driven Design
Early on, I also pitched the idea of using the planet’s mushrooms as natural platforms.
This decision allowed us to
- Encounters
- Loot
- Reinforce the swampy, alien atmosphere of the environment
By integrating traversal mechanics directly into the environment, the level remains engaging to move through while reinforcing the world’s identity.
Encounters & Loot
After completing the initial blockout, I playtest the level and gather feedback from testers and team members. This step is crucial.
As the designer, I already know where triggers, encounters, and scripted moments are placed. Having fresh players experience the level allows me to understand whether spaces read clearly, feel engaging, or need further refinement before expanding on them.
Iteration is a core part of my workflow. As development progresses, many factors may change, including:
- Gameplay mechanics
- Art style
- Narrative needs
- Player abilities and movement
Because of this, I continuously refine the level to support the evolving needs of the game.
Level Scripting
The number of iterations depends on scope and timeline, but my goal is always to deliver the best possible experience within production constraints — without ever losing sight of fun.
- Gameplay mechanics
- Art style
- Narrative needs
- Player abilities and movement
Finalizing the Map
As the designer, I already know where triggers, encounters, and scripted moments are placed. Having fresh players experience the level allows me to understand whether spaces read clearly, feel engaging, or need further refinement before expanding on them.
- Gameplay mechanics
- Art style
- Narrative needs
- EXTENSIVE PLAYTESTING!






Narrative Design & Story-Telling
A key part of my approach is ensuring that level layout and environment design directly support gameplay systems.
Player Needs & Organic Guidance
When exiting the DOME (the safe home base), the player’s survival needs begin to tick — such as oxygen levels, food, and other resources. I used this mechanic to naturally guide players through the environment without relying on overt wayfinding.
By carefully placing oxygen-replenishing plants, I was able to:
- ADO LORE BIBLE!!!
- WRITING SAMPLES! NOTES, SCRIPTS, ETC!
- Present meaningful risk-reward decisions
Players are constantly faced with questions like:
Do I stray farther from the oxygen plants to explore this area, or play it safe?
Environmental Story-telling
This same system informed the placement of harvestable plants. The farther players venture from the DOME, the rarer the plants they discover. This design encourages players to push farther with each expedition, rewarding curiosity and risk with better resources.
This same system informed the placement of harvestable plants. The farther players venture from the DOME, the rarer the plants they discover. This design encourages players to push farther with each expedition, rewarding curiosity and risk with better resources.
- Create subtle “paths” that guide players toward POIs
- Encourage exploration while maintaining tension
- TEMP
World-building thru Cannon
This same system informed the placement of harvestable plants. The farther players venture from the DOME, the rarer the plants they discover. This design encourages players to push farther with each expedition, rewarding curiosity and risk with better resources.
- Create subtle “paths” that guide players toward POIs
- Encourage exploration while maintaining tension
- SHOW BOOKS, POSTERS, WILD CRYPTID HUNTERS MECH
Pushing Exploration
This same system informed the placement of harvestable plants. The farther players venture from the DOME, the rarer the plants they discover. This design encourages players to push farther with each expedition, rewarding curiosity and risk with better resources.
- Create subtle “paths” that guide players toward POIs
- Encourage exploration while maintaining tension
- LANDMARKS



Audio Design
POIs and hidden Easter eggs played a key role in encouraging exploration, giving players meaningful reasons to venture off the main path and discover the world.
- More Rewarding Plants to discover
- Interesting things to discover
- Easter Eggs and other hidden
- More Lore to uncover
Toopy temp
Landmarks can take many forms. In this project, incorporating natural landmarks presented a unique challenge. To address this, I leaned into the environment itself, using terrain, composition, and visual contrast to guide player navigation.
- Largest Mushroom covered in glowing blue oxygen plants
- Specific Placement of props like the overhanging Forest
tempy temp
Once the layout has been refined through iteration, I move into finalization.
This includes:
- Cleaning up or replacing geometry
- Ensuring flow and readability are clear
- Confirming the level supports gameplay, story, and player expectations
- Replacing placeholder textures
- Finalizing lighting, art, and layout — this is when the cake is fully baked
Clear, well-documented layouts are especially important when working on a team. They allow for smoother handoff across disciplines and help avoid wasted time on issues that could have been identified earlier in development (e.g., “this area is kinda boring”).
Final Thoughts:
This was one of my favorite projects from university, largely because of how well the team worked together. Communication was strong, meetings were efficient, and the overall development process was genuinely enjoyable. Looking back now, I can see how much I’ve grown as a level designer. Some areas feel a bit empty, and I’d love to revisit them by adding more environmental detail—alien-like rocks, dense foliage, and atmospheric elements like bugs or swamp gas—to really push the swampy tone and sense of danger.






Leveraging A Community
A key part of my approach is ensuring that level layout and environment design directly support gameplay systems.
Player Needs & Organic Guidance
When exiting the DOME (the safe home base), the player’s survival needs begin to tick — such as oxygen levels, food, and other resources. I used this mechanic to naturally guide players through the environment without relying on overt wayfinding.
- ASK THEM FOR FEEDBACK / TESTING!
- THE COMMUNITY IS AWESOME!
- STREAMERS ARE A GREAT SOURCE FOR FINDING BUGS, SEEING NEW WAYS OF PLAYING, ETC
- YOUTUBERS WERE MASSIVE FOR GETTING MORE PEOPLE IN THE COMMUNITY
Community Support
By carefully placing oxygen-replenishing plants, I was able to:
- FOB EVENTS
- Foundation Field Testers!
- DISCORD BUG REPORTS SECTION!
- REWARDS FOR REPORTING BUGS I.E BUG ZAPPER ROLE / IN-GAME REWARDS HELMET!
Players are constantly faced with questions like:
Do I stray farther from the oxygen plants to explore this area, or play it safe?
This same system informed the placement of harvestable plants. The farther players venture from the DOME, the rarer the plants they discover. This design encourages players to push farther with each expedition, rewarding curiosity and risk with better resources.
The Many Updates (SHOULD IT BE MOVED DOWN?)
This same system informed the placement of harvestable plants. The farther players venture from the DOME, the rarer the plants they discover. This design encourages players to push farther with each expedition, rewarding curiosity and risk with better resources.
- How you planned them, how they fit into the game’s narrative, how they made the game better, how it deserved being in an update. Time = $ so choosing what is added could make or break a game if the right stuff isnt added early i.e think DREAMS with VR before MP lol
- Encourage exploration while maintaining tension
- Present meaningful risk-reward decisions


More Stuff From ADO
POIs and hidden Easter eggs played a key role in encouraging exploration, giving players meaningful reasons to venture off the main path and discover the world.
- More Rewarding Plants to discover
- Interesting things to discover
- Easter Eggs and other hidden
- More Lore to uncover
FOB – Home Base
Landmarks can take many forms. In this project, incorporating natural landmarks presented a unique challenge. To address this, I leaned into the environment itself, using terrain, composition, and visual contrast to guide player navigation.
- Largest Mushroom covered in glowing blue oxygen plants
- Specific Placement of props like the overhanging Forest
Once the layout has been refined through iteration, I move into finalization.
This includes:
- Cleaning up or replacing geometry
- Ensuring flow and readability are clear
- Confirming the level supports gameplay, story, and player expectations
- Replacing placeholder textures
- Finalizing lighting, art, and layout — this is when the cake is fully baked
Art & Outfits
Clear, well-documented layouts are especially important when working on a team. They allow for smoother handoff across disciplines and help avoid wasted time on issues that could have been identified earlier in development (e.g., “this area is kinda boring”).
Final Thoughts:
This was one of my favorite projects from university, largely because of how well the team worked together. Communication was strong, meetings were efficient, and the overall development process was genuinely enjoyable. Looking back now, I can see how much I’ve grown as a level designer. Some areas feel a bit empty, and I’d love to revisit them by adding more environmental detail—alien-like rocks, dense foliage, and atmospheric elements like bugs or swamp gas—to really push the swampy tone and sense of danger.
Gallery
Clear, well-documented layouts are especially important when working on a team. They allow for smoother handoff across disciplines and help avoid wasted time on issues that could have been identified earlier in development (e.g., “this area is kinda boring”).
Final Thoughts:
This was one of my favorite projects from university, largely because of how well the team worked together. Communication was strong, meetings were efficient, and the overall development process was genuinely enjoyable. Looking back now, I can see how much I’ve grown as a level designer. Some areas feel a bit empty, and I’d love to revisit them by adding more environmental detail—alien-like rocks, dense foliage, and atmospheric elements like bugs or swamp gas—to really push the swampy tone and sense of danger.































