Website powered by

Desert level (Level design focused on a sense of flow)

Here is my graduation project for the XYZ school's Out Block course.

Genre: Third-person stealth action

The goal of the game is to blow up the water tower.
To do this, you need to get from the poor populated area to the area of the wealthy nobility, which is under heavy security.

Inspired by the game Assassin's Creed.
_____
The task was to create a state of flow for the players while maintaining a smooth rhythm of tense and relaxing beats.
Also we need to implement the principles of level design, such as: readability, navigation, sense of scale, combat design, etc.

This level involves mainly the use of stealth mechanics (including the basic mechanics of hiding in a crowd of poor people like Gloria). To do this, ammunition is limited at the level, and the player often feels their shortage.

____
The level was developed using Unity using a prototype controller from XYZ schools. This controller was created for educational purposes and has many limitations that need to be taken into account.

1. Traning zone
2. Arena1
3. Arena2
4. Final run - backtracking

1. Traning zone
2. Arena1
3. Arena2
4. Final run - backtracking

Bits of level from the beginning to apogee and final scene.

Bits of level from the beginning to apogee and final scene.

The blockout process.

The blockout process.

Entrance to the Arena 1 (Eastern market)

Entrance to the Arena 1 (Eastern market)

Arena 1 (Eastern market) - central

Arena 1 (Eastern market) - central

Arena 1 (Eastern market) - side passage

Arena 1 (Eastern market) - side passage

Arena 1 (Eastern market) - final passage (covered market)

Arena 1 (Eastern market) - final passage (covered market)