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The Island

1 Week Project
Oct 2021

GENRE

3D, Singleplayer, Third Person, Cover Shooting, Adventure

GAME ENGINE

Unreal 4

MY RESPONSIBILITIES

  • Designed the level and made the top-down view 2D map.

  • Scripted for the gameplay.

  • Built the level in Unreal.

Design Goal
  • Design a shot level for the cover shooting game. 

  • Follow the art style from the concept.

  • Make sure the level supports the narrative.

  • Provide good guidance for players.

  • Balance the intensity and rhythm in the level.

Resource
original_large.jpg

    Concept art:

The concept art helps me to confirm the art style of the level. And I set up the tower building to be the landmark on the level. 

Description

The level is designed for a cover shooting game. The narrative is about the agent (player) destroying the drug dealer's fort, the tower building on the island. I hope I can make good navigation for the player. Even though they are at various locations, they still can see the landmark. In addition, I set up the collectibles and enemies on the map.

 

At the battle zone, the player's covers are designed with thought. I tried to make connections between each cover. And I clearly divided the battle area and safe zone on the level.

Walkthrough
Emotion
Island_guide_map.png

Main mission steps:

  1. Start the mission.

  2. Meet the first battle zone, take cover and kill two enemies.

  3. Go forward to the corner and find the cover to kill the enemy's reinforcements.

  4. After the battle, the player can see tracks and fire that block the way. Then turn right to go through the restaurant.

  5. Arrive at the second battle zone. The player can take cover and kill the enemies.

  6. The player will see a dead end and find a way out.

  7. The player uses the truck to go up into the bar.

  8. There are the enemies out of the bar. The player can take cover using the bar building.

  9. After finishing the enemies, the player will see the landmark again.

  10. Clear enemies in the church area.

  11. End the level. 

Optional quests:

  A1. Go through the store.

  A2. Find a cover and kill three enemies.

  A3. Turn left, the player will see the first collection and locked gate.

  A4. Find the gate switch and open the gate.

  A5. Return to the main mission. 

  B1. Go to the shop of the warehouse.

  B2. Go through the shop. The player will see enemies protecting the munitions.

  B3. After the fight, the player can find a new weapon near the door. 

  B4. Open the one-side door and back to the main mission. 

  

Islandchart.PNG

The line chart shows the player's psychological changes. I hope the level has rhythm. The intensity increases gradually.

Level Flow Breakdown Pt.1
islandbreak2.png

At the start of the level, the player can see a collection behind the half-open door, but the player cannot open the door. They need to find a way to reach the other side. This Foreshadow will tell the player the direction of the collectible.

islandbreak1.png

In the beginning, I hope the player can see the target building which is good guidance for the player. Also, the player will see an entrance to the side mission. This may remind the player of the collectible they have seen near the half-open door.

islandbreak3.png

When I was designing the covers on the map, I was always thinking about the connection between each cover because the player needs to maneuver and hide between them.

Level Flow Breakdown Pt.2
islandbreak4.png

The player can obviously see the landmark. But the trucks and flame block the way. The player needs to find another way.   

Break2.PNG
islandbreak5.png

I wish each area has a focal element to guide the player. I use the fountain as a focal element that can guide the player to the correct direction. 

islandbreak6.png

The player will see the fire blocking the way. And there is a way they can go upstairs. They can choose to do the side quest through the right entrance.

island7.PNG

The restaurant is a safe zone and a rest area. So, I design the beautiful view to control the rhythm. The player may stay here the enjoy the view. 

islandbreak10.PNG

The landmark is guiding the player to the correct direction. 

Level Flow Breakdown Pt.3
Break3.PNG
islandbreack8.png
island9.PNG

In the warehouse area, the player needs to clear the enemies first and gets the new weapon. 

The player can see the weapon through the door, but the door is locked. The player may think about how to reach the other side. 

Breack4.PNG
island14.PNG

The player can take advantage of the altitude. The bar balcony is a good position to shoot at the enemies.

Level Flow Breakdown Pt.4
Break5.PNG
island15.PNG
original_large.jpg

The player is close to the landmark shown in the concept art. They are about to encounter the final battle. 

The player will enter the garth. The walls block the player's sight. They add uncertainty for the player. The player can use outside covers to defeat the enemies.

island17.PNG
islandbreack16.png

When the player is inside the garth, they can clearly see the final goal. And there are two enemies protecting the final target. 

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