Stealth Level design "City Siege"
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