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//about

Scout and Infiltrate the Research Facility

Find and Secure The Scientist

Infiltration Mission with multiple paths for stealth, combat or parkour.

I created this level initially as my final week's assignment in CGMA's Level Design for Games course.

Project Size Solo

Engine Unreal Engine 5

Assets AI Behaviour Toolkit, Horror Engine, Blockout Tools Plugin

Responsibilities

Level Design

  • Layout and level flow
  • Set gameplay pacing

Mission Design

  • Created light narrative and defined objectives

Level Scripting

  • Set scripted events such as light puzzle
  • Set AI Behaviour and NPC placement
Learning Outcomes
  • Practical level design experience in the early prototype stage
  • Designing an infiltration mission with multiple points of entry with different gameplay styles
  • Implementing scripted event sequences and AI behaviour
//about

Scout and Infiltrate the Research Facility

Find and Secure The Scientist

Infiltration Mission with multiple paths for stealth, combat or parkour.

I created this level initially as my final week's assignment in CGMA's Level Design for Games course.

Project Size Solo

Engine Unreal Engine 5

Assets AI Behaviour Toolkit, Horror Engine, Blockout Tools Plugin

Responsibilities

Level Design

  • Layout and level flow
  • Set gameplay pacing

Mission Design

  • Created light narrative and defined objectives

Level Scripting

  • Set scripted events such as light puzzle
  • Set AI Behaviour and NPC placement
Learning Outcomes
  • Practical level design experience in the early prototype stage
  • Designing an infiltration mission with multiple points of entry with different gameplay styles
  • Implementing scripted event sequences and AI behaviour
//about

Scout and Infiltrate the Research Facility

Find and Secure The Scientist

Infiltration Mission with multiple paths for stealth, combat or parkour.

I created this level initially as my final week's assignment in CGMA's Level Design for Games course.

Project Size Solo

Engine Unreal Engine 5

Assets AI Behaviour Toolkit, Horror Engine, Blockout Tools Plugin

Responsibilities

Level Design

  • Layout and level flow
  • Set gameplay pacing

Mission Design

  • Created light narrative and defined objectives

Level Scripting

  • Set scripted events such as light puzzle
  • Set AI Behaviour and NPC placement
Learning Outcomes
  • Practical level design experience in the early prototype stage
  • Designing an infiltration mission with multiple points of entry with different gameplay styles
  • Implementing scripted event sequences and AI behaviour
//about

Scout and Infiltrate the Research Facility

Find and Secure The Scientist

Infiltration Mission with multiple paths for stealth, combat or parkour.

I created this level initially as my final week's assignment in CGMA's Level Design for Games course.

Project Size Solo

Engine Unreal Engine 5

Assets AI Behaviour Toolkit, Horror Engine, Blockout Tools Plugin

Responsibilities

Level Design

  • Layout and level flow
  • Set gameplay pacing

Mission Design

  • Created light narrative and defined objectives

Level Scripting

  • Set scripted events such as light puzzle
  • Set AI Behaviour and NPC placement
Learning Outcomes
  • Practical level design experience in the early prototype stage
  • Designing an infiltration mission with multiple points of entry with different gameplay styles
  • Implementing scripted event sequences and AI behaviour
//design

I created a city block where the player can freely explore and find different ways to infiltrate the research facility. I wanted to design a level that offers a varied experience by offering different challenges depending on the path the player chooses.

Open spaces such as rooftops where the player can be agile and maneuver through obstacles, enclosed spaces that give a sense of tension as the player sneaks past guards and intense combat spaces that the player has to fight through to survive.

I scripted dialogue to aid the player as they move through the level. I integrated Blueprints of an AI system to work alongside a separate Events system to achieve this. Doing so allowed me to better learn and understand how such systems work.

//design

I created a city block where the player can freely explore and find different ways to infiltrate the research facility. I wanted to design a level that offers a varied experience by offering different challenges depending on the path the player chooses.

Open spaces such as rooftops where the player can be agile and maneuver through obstacles, enclosed spaces that give a sense of tension as the player sneaks past guards and intense combat spaces that the player has to fight through to survive.

I scripted dialogue to aid the player as they move through the level. I integrated Blueprints of an AI system to work alongside a separate Events system to achieve this. Doing so allowed me to better learn and understand how such systems work.

//workflow

I began with planning the mission's setting, characters and gameplay. I charted out the mission flow and defined the areas of the level. I then gathered references of areas such as the exterior building rooftops and the research facility.

I initially blocked out the parkour path through the rooftops and the combat path through the facility's main entrance. I later added the stealth path which is the sewer area that led to the building interior's first floor.

As these areas were being created, I was also establishing the placement of gameplay elements such as combat encounters, npc dialogues and scripted events.

//design

I created a city block where the player can freely explore and find different ways to infiltrate the research facility. I wanted to design a level that offers a varied experience by offering different challenges depending on the path the player chooses.

Open spaces such as rooftops where the player can be agile and maneuver through obstacles, enclosed spaces that give a sense of tension as the player sneaks past guards and intense combat spaces that the player has to fight through to survive.

I scripted dialogue to aid the player as they move through the level. I integrated Blueprints of an AI system to work alongside a separate Events system to achieve this. Doing so allowed me to better learn and understand how such systems work.

//workflow

I began with planning the mission's setting, characters and gameplay. I charted out the mission flow and defined the areas of the level. I then gathered references of areas such as the exterior building rooftops and the research facility.

I initially blocked out the parkour path through the rooftops and the combat path through the facility's main entrance. I later added the stealth path which is the sewer area that led to the building interior's first floor.

As these areas were being created, I was also establishing the placement of gameplay elements such as combat encounters, npc dialogues and scripted events.

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