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Open World design: Military base (Blockout/Greybox)
Link to LDD: https://docs.google.com/document/d/1BwiOAMc_zS6Y_-6zSiErfSl9CWoNiW6XMsn87Q5-ffY/edit?usp=sharing
I used different references (including references from Tom Clancy’s The Division) but mainly references to real military base architecture.

Link to LDD: https://docs.google.com/document/d/1BwiOAMc_zS6Y_-6zSiErfSl9CWoNiW6XMsn87Q5-ffY/edit?usp=sharing
I used different references (including references from Tom Clancy’s The Division) but mainly references to real military base architecture.

All covers are set with GR: Breakpoint metrics.

All covers are set with GR: Breakpoint metrics.

The map of the level without underground zone.

The map of the level without underground zone.

Gameplay of the puzzle (command centre).
Overload the network and evacuate (stealth option). Find the transistor to burn all electrical network (small puzzle).

Gameplay of placing bombs.
Plant explosives and evacuate in 40 seconds (open combat option). In any case, after the explosion players will be noticed. There are 3 places to plant explosives. Places would be shown by UI or/and by radio.

For an open-world co-op for 1-4 players I created a lot of entrances/exits to provide the maximum number of options to the players and  create a more engaging experience playing in a team. 
All names are the same as in the map.

For an open-world co-op for 1-4 players I created a lot of entrances/exits to provide the maximum number of options to the players and create a more engaging experience playing in a team.
All names are the same as in the map.

Entrances of the Main Building.

Entrances of the Main Building.

I give to the player a different experience by changing gameplay from stealth/open combat to exploration, scouting, solving puzzles.

I give to the player a different experience by changing gameplay from stealth/open combat to exploration, scouting, solving puzzles.

I created lots of scripts (BPs) to make the level more interesting.
The doors works only with keycard that the player needs to find, they have simple UI and timeline animation.

The player can turn off the power. All lights outside/inside the main building will be switched off, as well as, the alarm excluding the power of the underground command centre. Such high-priority places would have another power supply in real life.

The player can turn off alarm (2 in total) manually instead of turninig off electricity.

I tell a story of the place using letters. It is not the best way but I decided to stick to the GR: Breakpoint techniques.

I tell a story of the place using letters. It is not the best way but I decided to stick to the GR: Breakpoint techniques.

Players can use different scouting/combat (e.g. sync shot) opportunities.

Players can use different scouting/combat (e.g. sync shot) opportunities.

Open World design: Military base (Blockout/Greybox)

-Open World design project
-Unreal Engine 5
-Width 161m X Length 160m
-Developed in 2 weeks
-Real-time lighting
This is a 3rd person, Action, Cover-shooter level with open combat/stealth arenas in the setting of nearest future. Architecture is a mix of old (cold war time)/modernist styles as it was in the game. This level was created for Tom Clancy’s Ghost Recon Breakpoint. Instead of AI enemies I used placeholders because I don't have a proper AI but all patrols, covers, etc. are set (placed in LDD).

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