Worksite: Unfinished Building
1 Week Project
Oct 2021
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GENRE
3D, Singleplayer, Third Person, Cover Shooting, Adventure
GAME ENGINE
Unreal 4
Design Goal
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Design the final part of the level
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Follow the art resources to make level.
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Support the narrative.
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Design different paths to the target.
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Balance the intensity and rhythm of the level.
Resource
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I found related types of worksites. I gathered plenty of references to become my key inspiration.
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Description
The level is designed for a third-person, cover shooting game. The story is about a person who falls back from the building after completing the mission. The mission location is an unfinished building on the worksite. The player's goal is successful evacuation taking the helicopter.
For level design, I hope the player has multiple paths to the target. They can explore different ways to complete the mission. If the player decides to utilize the geometry of the flanks to avoid directly facing the enemies, it would be easier for them to finish the battle.
In addition, I divided the area into the player territory and enemy territory. The dividing territory can help the player to avoid unordered and chaotic battles. Knowing where the danger is and where they can defend themselves, the player will have more control over their situation
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Features
High Cover = Orange
Low Cover = Peach
Normal Enemy = Red
Enemy's Sniper = Blue
Armored Enemy = Yellow
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High cover can protect the player's full body. The player can stand or crouch behind the high cover to shoot at the enemy.
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Low cover can protect the player's half body. The player needs to crouch behind the low cover. And the player can shoot when they stand up.
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The normal enemy use an assault rifle. They usually attack medium-range targets.
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The Sniper's primary weapon is a sniper rifle which has long-range power. They can attack long-distance targets.
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The armored enemy has a light machine gun which is a big power weapon. They wear heavy armor that provides more health.
Emotion
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I hope the player has emotional changes in my game. In the beginning, the Intensity is slowly rising. The player needs to adapt to the rhythm. After the first battle, there is a buffer for the player. The game reaches the climax when the player is going through the final battle. After the final battle, the player's emotion level is back to normal.
Level Flow Breakdown Pt.1
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In the preamble area, the player can see there is a collectible on the building's second floor.
The red door is the entrance of level.
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The cover connection can help the player to do maneuvers between the covers.
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When the player encounters the first battle. The player will see the extraction point which is the target for the mission. Meanwhile, the player also can obviously see there is more space on the left and right. That are entrances to flanks.
Level Flow Breakdown Pt.2
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In the final battle, the player can see the goal clearly. And there is a secret place down below the helicopter. The collectible is in that space. The player can also see an extra space they can utilize.
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The geometries in the extra space give the player more opportunities to use different strategies.
An enemy is elevated to a high altitude. Psychologically, the enemy gives more pressure to the player. On the other way, the armored enemy has more power and health. The player will experience intense stress.
Level Flow Breakdown Pt.3 (1st Flank)
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When the player enters this area. They will obviously see the goal. The player can use the channel to go forward. Because the container is a good cover to block the enemy's sight. On the other way, there is more space on the right, which can connect other areas. I wish each area has a relation.
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The player can see the enemy in the building from the window of the flank. I try to make connections with each area.
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Exit this area, the player will show up the in final battle area, but in the enemy's flank.
Level Flow Breakdown Pt.4 (2nd Flank)
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The player can get through the window to shoot at the enemies. The window is a good cover to attack the enemy from the flank.
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When the player goes to the second floor and then turns around in the opposite direction, the player will find the collectible (coin).