Frans Level Design

Ilyads Last Stand

Third Person Shooter

Single player experience

This level was a prectice in layout, fitting a thirdperson action shooter with climbing as a focus. This was created during 5 weeks of half-time and made in Unreal Engine 5. The largest amount of focus was put on things like:

  • Ai Placement
  • Spawnscriptst
Overview
Process

Pre-prod

In the early stages of the project I was heavily inspired by Tomb Raider and how they swap between different game beats, something I was eager to explore in a format involving exploration, looting, climbing, and puzzles.

Here is a moodboard that I created early on.

Flowchart

used a flowchart with limited amounts of detours since I wanted to put foucs on the mainpath.

The largest detour path is part of infiltrating the last combat area since the player gets the chouce to take a quick route or a slower stealth route.

Metrics

These are some of the metrics I experimented with early on.

These were essential for the combat spaces and I realized that putting more effort into metrics of the calmer climbing spaces would provide a better experience.

Blockout

The first blockout was used to understand the impact of different gamebeats and the Jakubs template.

It was made in the middle of the pre-prod of the project and paved the way for how I wanted to work with the space.

Second blockout

This second blockout was made after pre-prod and consisted of a cave area that was scrapped.

I decided that 4 Combat spaces would be too long an experience

Final Blockout

The final blockout was a more manageable, all-outdoor, layout. 

This is where the 3 act structure became more clear and I could use the intensity curve

Working with ai

Enemy ai was placed on splines to create patrol paths that made the stealth system more controllable.

However, spawning enemies at game start created a problem. The enemies tended to swarm the player from all their locations.

Ai Patrol Paths

Enemy ai was placed on splines to create patrol paths that made the stealth system more controllable.

However, spawning enemies at game start created a problem. The enemies tended to swarm the player from all their locations.

Triggering Spawns

This way of working with the ai gave me control over when the player would engage.

It also opened up to do takedown moments where the player would get a snackkill when moving towards an assigned area.

In the last stages of the level I decided to add some greenery to the scene.

Other Pieces

Counter Strike

Counter-Strike 2

Competetive 5v5 map for counter strike, made in hammer and playtested by Mapcore.

Shipyard

Action RPG

Slash your way through the jungle and lay waste to the maiciousness within.