My design has passed several iterations. During this process, I leave my work for some time to take a more fresh look after and ask for feedback.
Gameplay video of Canalisation.
Since the way was too straight and boring, I decided to create a train crash. It is a Wow moment that breaks line of vision and makes the way less straight.
Gameplay video of Puzzle area (metro).
The player sees the problem first (closed door), then hint how to open it (white paper) and then the search area.
I show the Landmark (highlighted by shape, height, color) at the beginning along with the task but then the player will not be able to see landmark which encourages him to explore.
I tell a story of the place using environment storytelling. I think that this way is much more interesting for the player than letters, videos, etc. Narrative relates to The Division.
I think that unexpected situations is what makes every level more alive & fun.
Unlike "Main entrance" way "Stealth" way doesn't show the bomb to the player from start. That's why I added attractive computer to use CCTV.
To get inside and defuse the bomb, the player need to find an officer (boss) and kill him to take the keycard. The officer patrols everywhere and will attack the player as soon as the fight starts.
-Level & Combat design project
-Unity
-Width 101m X Length 200m
-Developed in 2 months
-Real-time lighting
This is a 3rd person, Action, Cover-shooter level with open combat arenas in the setting of post-apocalypse eastern-european city. This level was created for Tom Clancy’s The Division. Instead of AI enemies I used placeholders because I don't have a proper AI but all patrols, covers, etc. are set.