Level Design – Container Intrusion

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.

So I decided to do this in a container shed that would be protected by armed people.

Some data :

1

I'm alone on the project.

8

Hours

Objectives :

My goal in this level design is to apprehend a level with various gameplay mechanics (shooting, discretion, 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 and 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 path but the player will have the possibility to be free without his choices and will also find satisfaction there.

LEVEL DESIGN :

Map :

Level Design Intentions :

I made various screens with drawings to explain my level design intentions:

Basic Level Design - Ideas
Basic Level Design - Ideas

The player enters the shed and discovers that it is filled with a container. 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 gain height to advance.

Basic Level Design - Ideas
Basic Level Design - Ideas

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.

Basic Level Design - Ideas
Basic Level Design - Ideas

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.

Basic Level Design - Ideas
Basic Level Design - Ideas

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, I put a new enemy system to vary the placeholders. Targets are less accessible, and allow the player to practice aiming more precisely.

Basic Level Design - Ideas

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 :