Stealth Level design "City Siege"

01.10.2023

This is a leveldesign I made by myself in 2.5 weeks for a rapid prototyping assignment at Futuregames. It is made in Unreal Engine 5.0 using blueprints. 

What I wanted to make

a first person non combat stealth level inspired by games such as Thief, Dishonored and a mix of Just Cause. I wanted to make a though but fair level that felt free even though it is a short map. I wanted the level to contain different tactic options hide behind covers, crawl under/through grass etc. 

Preproduction phase

Since it was a rapid prototyping exercise I wanted to start off only using abstract maps so I didnt lock myself into a certain design

I also took the time researching how similar settings looks in reality so I could make a realistic looking level

The two levels

After the first week I had two rough levels and needed to choose one over the other

Even though the second variation had its strengths (more clear route, easier to make good enemy paths) I chose the first one.

Why?

Because it resonated more with the pillars I set out in the beginning (Freedom, Stealth, Tension)

Although I choose the first version of the level I still incorporated be best parts from the second (hotel had three floors instead of two. The store had better use of covers)

Golden Path

Level strongpoints

  • The parking area gives the player repeating views of the important locations (Hotel, Store)
  •  The level is hard but manageable when playing cautiously
  • With the hookshot the player doesnt need to repeat sections
  • In parking (onboarding section) player is warned by corpses that theres danger ahead. This is a way of teach the player without the need of text. Which is more satisfying for the player.

Level Weaknesses

  • Golden path could be more clear
  • Hookshot could have been utilized in more stealth situations
  • Has a bit of a janky feel to it because of the quickly done blueprints

Onboarding

I wanted the onboarding to have as little text as possible. I only used text to teach which button to press.

Crawl & Collectible Onboarding

Using hookshot in stealth situation

Download

Reflections

What did I learn?

  • Making blueprints quickly to make prototypes
  • Better understanding of how hard enemy routes is to make
  • Working with two versions at the same time made the "kill your babies" mindset sink in quickly

What could I have done better?

  • Utilize the hookshot in more stealth situations
  • Better onboarding
  • Better guidance in the level, make golden path more clear
  • Parking area scaling isnt good and should be more realistic 
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