Here is my navigation level design homework for the XYZ School OutBlock course.
Genre: Third-person stealth action
Synopsis: The tanker crashed near the shores of the village "Name". Gloria is trying to board the ship to find the captain's diary and solve the mystery of this incident.
Inspired by Uncharted Level 3: Drake's Deception chapters 12-13.
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Task:
Create a "maze" in which the player cannot actually get lost.
The player must feel different emotions at the expense of space alone, including loss / uncertainty / fear / relief / or other feelings at your discretion.
In the level, it is necessary to create a readable ending, as well as a starting zone from which this ending is also tangible.
Only the minimum Level of art is allowed, which should work point-by-point on the work of a specific emotion.
Gameplay is just moving from point A to point B.
There are no other mechanics/puzzles.
The maximum scale of the game zone is 100x100m. There are no restrictions on the scale of the background outside the volume.
You cannot use only the “closed” or only the “open” type of space.
The level was developed using Unity using a prototype controller from XYZ schools.
Gameplay walkthrough.