Jordan Cordina
Half Life: ResistGenre: Adventure / Action (First-person)
Players: Singleplayer Platform: PC Status: Unreleased Blockout |
ContributionsPosition: Level Designer
Team Size: Solo Using: Unreal Engine 5.3 Duration: 6 weeks |
👉Responsibilities
- Sole designer from concept to final blockout
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Gameplay Summary
- Follows up a fictional Half Life: Resist
📝Contents
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🪞Reflections
Were design goals met?
✅ Guiding and encouraging movement via environment
✅ Building tension and creating payoff moments
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✅ Creating a sense of mystery
✅ Introducing the stealth mechanic
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Thoughts and takeaways
🙌Successes
Deep-diving architectural techniques while iterating on the Facility's design set me up for success, as this is what players felt I got right. These techniques built a sense of mystery, discovery and grandeur, and I found the more I leaned into them, the more effortless and fun player navigation became. Setting up scripted events also proved rewarding, making the blockout's flow easier to visualise. 📌Pain-points and Improvements After improving navigation, players said the level's beats came too quickly. By slightly extending the cave section, foreshadowing the path collapse and breaking it up with a choice of routes, tension would have room to rise naturally. This could improve pacing and payoff, giving playes room to breathe. In the cove, some players didn't see the building as a point of interest from the first vista. I'd adjust the trees around it to improve visibility, and would ground it with some grass in front of the wall. Additonal scripting would also improve balancing stealth routes - the enemies move on a set path without a 'detection' mechanism, which I'd add in future stealth projects to get timings just right. ✨ Key Takeaways ➡️ Rapid iteration and quick feedback early on is key ➡️ Intuitive navigation frees the player to focus on the fun ➡️ Architecture and level design theory shapes space with purpose ➡️ Scripted events improve visualisation and should be used often ➡️ Incorporate scale from the start, and plan pacing with metrics in mind |