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Level & Combat design: The Skyscraper (Blockout/Greybox)

If the player decides to put the enemy to sleep, after waking up the enemy and the ones around him will look for the player. This mechanic brings a sense of realism since the real enemy would have a look and give information to others.

I wanted the AI to be more alive and increase the challenge for the player so I added a patrol system. Moreover, I drew more attention to this enemy and arena in general. By several playtests, I set a time of patrol which increases the emotional tension.

“Gameplay area” includes references from the Rainbow Six Siege and a personal plan. “Background” includes references of New York and Chicago during sunset. ”Main principles” includes ideas/level design techniques I wanted to implement.

“Gameplay area” includes references from the Rainbow Six Siege and a personal plan. “Background” includes references of New York and Chicago during sunset. ”Main principles” includes ideas/level design techniques I wanted to implement.

The player can put the enemy to sleep using a “sleep weapon” or make a stealth kill. The mechanics allow the player to slip past the enemy unnoticed.

Using many enemies at a time and a highlighted (by light, shape, ammo, objects outside) exit, I force the player to run rather than fight. But I put a few covers so that the player has an option to fight.

I wanted to promote exploration and hence created a few simple puzzles which require exploring the level for a solution (buttons, keys) using hints (wires, light, etc). Even the main arena is a puzzle where the player should examine the space, think, act.

To dilute the gameplay and enhance the immersion there is a small side activity. I think that it makes the experience more fun and less serious.

The core gameplay of the level is the exploration to find solutions to the problems. To make it intuitive and more realistic I am hinting the way to the player using different geometry and affordances.

The core gameplay of the level is the exploration to find solutions to the problems. To make it intuitive and more realistic I am hinting the way to the player using different geometry and affordances.

I use light as a navigation hint in different ways: hinting the way, highlighting the enemies, attracting attention. In the main arena, I use a different colour of light to make contrast which makes the location more interesting and things more noticeable

I use light as a navigation hint in different ways: hinting the way, highlighting the enemies, attracting attention. In the main arena, I use a different colour of light to make contrast which makes the location more interesting and things more noticeable

In the beginning, I am showing to player mechanics (closed doors can be open, buttons can be pressed, sleep ammo, time of sleep, stealth kills) to teach him the rules of the game.

To increase the interest of the player and for mental mapping, I created an opportunity to look in the windows so the player knows better what awaits him and to make him feel a sense of progression after.

At the end of the work, I realized that my level is quite empty and therefore I added a bit of art. This step made the level more realistic and interesting.

At the end of the work, I realized that my level is quite empty and therefore I added a bit of art. This step made the level more realistic and interesting.

During playtests I highlighted a problem in how AI transmit information about the spotted player. Since it goes from one to another, during training the player was attacked by all enemies. So I decided to split up AI zones.

During playtests I highlighted a problem in how AI transmit information about the spotted player. Since it goes from one to another, during training the player was attacked by all enemies. So I decided to split up AI zones.

Level & Combat design: The Skyscraper (Blockout/Greybox)

-Level design project
-Unity
-Width 95m X Length 125m
-Realtime lighting
-Developed in 4 weeks

I intended to create a 3rd person action/stealth adventure in the setting of a house during construction works at the top of a skyscraper. It is a blockout with AI and visual scripting.

More artwork