Ilyads Last Stand
Third Person Shooter
Single player experience

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

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
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.
Other Pieces