
My PROJECTs
01
Summary
The player infiltrates a futuristic bunker to sabotage a weapon reactor deep within the facility.
The level is designed around variation in combat scenarios, shifting from controlled engagement into high-pressure scenarios, before ending with a power reversal.
GOALS
Third-person action/stealth combat
Encounter design
Traversal & combat readability
Variation in encounters
Cohesive gameplay experience
Overview
Disadvantage & Pressure
Choke Points & Sightlines
Denial & Reward
Power Reversal
Denial and reward is used to build tension and progression.
I revealed the objective early, then repeatedly hide it, creating anticipation with each new glimpse.
The tunnel before the bridge acts as a funnel before reveal.
During the sniper segment, it also becomes a death zone for the enemies.
Guidance & Readability
Flow & Subversion
The level is largely unobstructed, allowing the player to progress without obstacles. this can become boring.
To break this flow, I introduced bait and switch moments to subvert player expectation.
first encounter
Vantage Point
Leading up to the first major combat space, the player is given a vantage point overlooking the arena.
This allows the player to safely read the layout, identify enemy placement, and form a plan before entering the encounter.

Iterations

Individual areas

In order to help the player move I designed the combat areas with varius buffer zones between cover islands. I wanted to give the player options and angles when engaged in combat
Gathering References

Metrics
Reflections
This Project was a major learning experience for me. The focus of this level was on the combat scenarios and their intensity, and I am happy with how they turned out.
However, if I were to remake the level I would have given the player more options on how to approach thece scenarios. Right now the level is too linear.
I did plan to incorporate more interactability for the player; loot, pushable objects and a puzzle in order to open the bridge, in order to slow the pacing down.
However, with time restrictions and a few too many techical difficulties those features had to be cut completely. That is definitely something I would incorporate to avoid gaming fatigue due to a lot of combat.
















