
WHAT'S IT ?
Information :
The idea behind this level design is to make something more basic, with very geometrical shapes.
So I decided to make a 3rd person infiltration shooter in a container shed that would be protected by armed people.
Some data :
1
I'm alone on the project.
4
Hours
Objectives :
My goal in this level design is to apprehend a level with various gameplay mechanics (shooting, stealth, cover, and 3rd person). I also wanted to make a level with simple geometrical shapes, so containers, wooden boxes, …
The player’s mission is to enter this shed, eliminate all armed people, and get out of there alive.
Finally, I also wanted to propose a non-linear level : i.e. the player can take various paths to reach his goal.
There is a main « golden » path, but the player will have the possibility to be free in his choices and will also find satisfaction there.
LEVEL DESIGN :
Top Down :

Level Design Intentions :
I made various screens with drawings to explain my level design intentions:
The player enters the shed and discovers that it is filled with containers. At the beginning, the path is not strewn with obstacles — I let the player adapt to his environment.
The player understands that he is blocked and must find a vantage point to move forward.




I decided to place the player high up, close to the center so that he can have a point of view and visualize the position of the enemies in the level.
A new strategic position, the player must kill from behind an enemy, but knowing that not far away there are others in the background who could see the light of the one who dies. He will therefore have to be quick.




Here the player is taught the possibility of entering open containers, which will be useful for the rest of the level.
Afterwards, the player will see an open container again and will understand that his path must be there.




The player will see the information of a bridge in front of him to be able to access the building. But he will have to deal with the guard in front of him.
The player enters the building, and I put a new enemy system to vary the placeholders. Targets are less accessible, and allow the player to practice aiming more precisely.




Last situation, the player falls again on protected enemies, he also has directly the information of the end of the level (represented by a white door). A last corridor to cross and the mission will be successful.


GAMEPLAY VIDEO :

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