Though created during her bachelor’s program rather than her master’s program, viewing Scraps’ level design in hindsight with research applied shows that Haley was already envisioning environmental storytelling long before her research had been conducted. Looking at Briscoe’s Dear Esther case study, it explains how lighting and audio can be used to help environments speak for themselves. The video playthroughs show that lighting and audio were used in specific moments to evoke different emotions from the player within her designs.
Goals
- Design a level by following the given criteria, genre, and mechanics given by instructors.
- Design the quest and goals for that level, and implement the means of completing the quest within the level.
- Create a unique and fun moment for the player as they traverse through a dilapidated environment.

