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.
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.
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.
-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).