FPS/FAST PACE ACTION ADVENTURE
Call of duty / Wolfenstein Inspired Level

INTRODUCTION
The level's objective is to reach the general's office inside the tower. The player has to fight their way there, dealing with enemies while using their double-jump ability to reach vantage points to attack the enemy.
Unique selling point
-
The player has access to a double jump mechanic, which allows them to reach new heights and adds complexity to the combat.
PROJECT DETAILS
Developed: over 6 weeks half-time
Engine: Unreal Engine 5.4
Template & Asset packs:
Low Pollyshoter, Blockout Starter pack
DESIGN WALKTHROUGH
ACT 1 - ELEVATOR

LEGEND
PLAYER
GRUNT
STAIRS
MID COVER
HIGH COVER
ROCK
Transport
EXPLOSIV BARRLE
LADDER


BUTTON
ONBOARDING
The level starts with an establishing shot of the End and mid-term goals.
Using hierarchy design, leading lines, and a glowing red color, I wanted to guide the players' focus towards the end goal
In addition, using the tram’s movement to the end goal provides the player with information on how to get there.

Vantage point
I wanted to introduce the combat slowly, so I gave the player a vantage point to preview the upcoming encounter. This allowed the player to plan and prioritize which enemies they wanted to attack first and from what angle.
In addition, I foreshadow how the player will progress to the next area using the elevator.
COMBAT OVERVIEW
When creating this area, I wanted to give the player an idea of how combat would feel and how the player could use the environment to attack and flank the enemy. I also incorporated the infinite eight principles to help with the flow of the combat space. I use multiple to allow for more player agency.
In addition, I introduce the player to gameplay recipes, such as exploding barrels and levers, which will be re-encouraged throughout the level.

ACT 2- factory
LEGEND
PLAYER
GRUNT
STAIRS
MID COVER
HIGH COVER
PILLER
Transport
EXPLOSIV BARRLE



AMBUSH
I wanted to add more challenging gameplay and tension to the experience. I did that by having the enemies well fortified on high ground. At the same time, tank enemies rush the player.
I also made the sight lines short for the player by placing high cover. If the player wants to attack the enemies head-on, they will have to reveal themself, putting them at a significant risk.

COMBAT OVERVIEW
When creating this area, I had the tank enemy in mind. I wanted to introduce it in a manageable way. The tank has more health, and instead of the grunts that seek cover, the tank rushes the player, attempting to overwhelm them.
I also aimed to create tension by putting the player in a low refuge position. Due to the high cover and no man's land, the player does not have enough prospects to see the enemies.
They must put themselves in risky situations if they wish to attack the enemy from the starting position. They can also choose to use the flank route and flank the enemies.
ENTER THE CAVE
the player enters a small room with a Drill Sentry digging through the roof, creating the area's cover.

LEGEND
PLAYER
GRUNT
TANK
MID COVER
ROCK
TRAM
EXPLOSIV BARRLE
LADDER
Combat overview
One of the Tank's weaknesses is that it rushes the player but quickly loses stamina. By making it so the player has to use the sides of the rooms, we expose the tank's weakness: It rushes the player but has no real stamina left to find cover, leaving them exposed.
In addition, I wanted to change the combat flow from outdoors, with a lot of room and maneuvering options, to a more enclosed space where the player has to fight from chokepoints.

TRAM RIDE
After a hectic battle, I wanted to release tension by having the player take a tram ride towards the Mine area.
This ride also gives the player time to heal and reload in peace without worrying about enemies, which helps avoid gameplay fatigue.
It also builds anticipation for what's coming next.
ACT 3 - mine
.png)
LEGEND
PLAYER
GRUNT
TANK
MID COVER
HIGH COVER
GATE
ROCK
TRAM
EXPLOSIV BARRLE
LADDER
BUTTON
STAIRS

FRAMING THE DRILL
After the jump onto the ledge and a short encounter,
The player is introduced to the Drill. I used bright colors to make it stand out, and I framed it with one of the mining sentry legs while also framing an alternative path.
In addition, I breadcrumb where the Drill needs to go by using rail tracks leading to the gate.

OBJECTIVE: PUSH THE DRILL
The player pushes the drill while being fired upon. The player must then reach the gate with the drill to break through it.


combat overview
I wanted to break up the gameplay loop by introducing a push objective.
My idea was to have a dynamic cover that the player can use as a platform to reach vantage points while also using it as a cover. I built the surrounding area and combat around this mechanic,
In addition, I wanted to create a more open space with greater sightlines while pushing the player to explore the alternative paths and dedicate themselves to their chosen path.
CALLING THE TRAM
The player calls in a tram, which the player saw at the start of the level. The player then jumps onto the tram and travels towards the next level.
I wanted to build anticipation for the next level. While also providing some tension release to the player.
PROCESS
EDITING THE TEMPLATE
I started the whole project by creating a gym level where I tested and changed certain aspects of the template; for example,
-
Player Jump Height: I tried to replicate the metrics of the double jump in Call of Duty Advanced Warfare.
-
Weapon - I changed the data table for the weapon to allow for more ammunition and damage.
-
Adding a new enemy - I created the tank enemy by taking the grunt enemy, scaling it, and giving it more health and stamina.
In the next step, I started creating muck-up combat scenarios, experimenting with different ways a combat area could look and play.

.jpg)
1. GATHER REFERENCES
When I gathered references, I already had an idea of each area and its gameplay mechanics.
I used Google and Pinterest to find images that fit my idea and provided a visual context to what I was creating.
2. CREATE FLOWCHART
When creating my flowchart, I considered how I could influence the pacing and tension of the level.
I also went through the order in which I wanted the player to experience certain events.

Block out
When I started blocking out the level, I created a simple path through it, allowing me to measure distance and space. After that, I started working on creating a foundation for each area.
When I reached a basic state, I started implementing enemies in each area and seeing how the flow felt throughout the level.

FEEDBACK & ITERATION
Act 1
Much of the feedback I got regarding this area was centered around Enemy placement and not interesting enough gameplay due to the small area. People didn't feel they could fully explore their double jump mechanic before being thrown into the ambush.
How I Iterated
My first priority was sizing up the area to allow for more interesting gameplay because it was the most asked-for addition. While experimenting with signposting and foreshadowing to show the player that they must use the elevator to reach the next area.
After running more feedback sessions, people felt the area was in much better shape and could be easily navigated. The only complaint was that the lighting felt too dim, which I agreed with, and I lit up the area more.


Act 2
At the start of the project, areas 2 and 1 were the same, but after cutting down, they became their own area. The feedback I got was similar to the previous act about navigation.
Players felt overwhelmed by the number of enemies attacking them while also not being really sure where they needed to go.
How I Iterated
I started by making navigation easier for the player. I wanted to establish for the player clearly where they need to go. I used leading lines, Colors and sighnposting to help with navagation.
In addition I created more high cover to allow the player to tink for a bit on what they want to do.


Act 3
Due to time constraints, I did not get as many feedback sessions regarding Act 3. However, the feedback focuses on enemy placement. Being too spread out. And that the end goal could be clearer
How I Iterated
My priorities were to work on the enemy placement, ensuring they felt better and weren't too spread out.


OPTiMIZING & Tools
DATA LAYERS
-
With Data Layers, I could load and unload certain sections of the level of my choosing via the player entering a triggerbox. This helped a lot with performance, but there was a problem. (What if the player went back?) When creating the level, I used drop-downs where the player could not get up, hiding the unloaded area. In addition, I conducted a lot of tests, making sure that the player never saw the unloaded area.
spawner
When creating the spawner, I wanted a simple way to spawn a selected number of enemies when the player enters a trigger box.
I did that by using tags, which allowed me to spawn enemies with the same tag as the trigger. In addition, I changed the appearance of the enemy models in the editor depending on which tag they had.
Reflection
The Lessons
I need to put up guardrails. In the early stages, I wanted to implement as many cool features as possible from the gym level. I wanted to create each act around unique mechanics, for example, a train that goes through the map and a giant drill the player has to climb. After 3 weeks, I realized that the level had become too big and would eat up time from my second portfolio piece. So, I decided to cut areas off the level and prioritize the areas I had worked most on. Doing this gave me more time and allowed me to create a third area with one of my ideas, but on a smaller scale; this became the push-the-drill objective in Act 3.
Filter Feedback. I learned a valuable lesson about Feedback. I felt that I followed other people's ideas too quickly, without thinking from an overview perspective, which created problems for me in the long run. When I added a feature from a feedback session, I had to re-create areas to fit it, which took much time, and I felt that I strayed away from my original vision.
Suppose I had two more weeks. I would do more playtest sessions and focus more on the combat.
SUMMARY
This project has been an excellent lesson for me. It has allowed me to better understand my strengths and weaknesses in design and planning. Still, it has been an incredible project and something I'm proud of.
THANK YOU FOR READING. HAVE A GREAT DAY!