Jordan Cordina
The FacilityGenre: Stealth (First-person)
Players: Singleplayer Platform: PC Status: Released Prototype |
ContributionsPosition: Level Designer
Team Size: Solo Using: Unreal Engine 4 Duration: 3 months |
Responsibilities
- Created project from concept to final blockout with blueprint visual scripting, showing the opening minutes of a level
- Responsible for the design and creation, including level design, scripting and documentation
- Focused the level on environment-driven player navigation and using space to elevate storytelling
- Iteratively adjusted the level over seven key stages in response to feedback and critical reflection
Gameplay Summary
- The Facility was a proposal for a first-person stealth-action game, with a similar theme to low-tech 60's spy films
- The opening section is linear and low-action as the player starts without equipment, forcing them to rely on stealth
- The mission is to covertly infiltrate 'The Facility' and the player must use tall grass and natural cover to stay hidden
Contents
Project Brief: The Facility
The Facility is a level blockout featuring the opening minutes of gameplay in a first-person stealth-action game. My motivation behind this project was building on my level design and visual scripting knowledge. It was created as part of my honours project, examining the crossover in how architectural and level design techniques guide movement in virtual spaces.
My main goal when planning the blockout was to keep user interface elements to a minimum. Instead, I would incorporate level design and architectural techniques into the level's physical structure, guiding players intuitively and setting up the main gameplay beats of the level.
My main goal when planning the blockout was to keep user interface elements to a minimum. Instead, I would incorporate level design and architectural techniques into the level's physical structure, guiding players intuitively and setting up the main gameplay beats of the level.
Level overview
1. THe BEach
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2. The Mine
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3. The Cove
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For an annotated breakdown of the layout and techniques used in each section, please select the buttons below.
Project Design Goals
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From an early stage my design goals for the blockout were to:
To meet these goals, I included the following in the level sequence:
- Encourage player movement through environmental cues
- Create a sense of mystery as players unravel the Facility's purpose
- Build tension to enhance the danger and make payoffs feel great
- Introducing the crouching / stealth mechanic to players
To meet these goals, I included the following in the level sequence:
- Players begin unarmed, increasing tension as the level unfolds
- A disorienting start to the level offering no clear path ahead, encouraging exploration
- Linked progress to rightward movement on screen, using denial and reward with the facility reveal
- Introduced hints of nuclear activities with glowing, "hot to the touch" green crystals in the mine
- Employed a narrow tunnel as a funnel to connect crouching with progression before the stealth segment
- Used the contrast of exiting the small tunnel and looking up at the large facility to create a sense of awe and tension
- Used multiple blueprints across the level to control audio, trigger gameplay events and control enemy pathing
Process and ChallengesInitial plans and Early rescoping
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Feedback and Iteration
I ran five rounds of playtesting over the three months, giving me the opportunity to iterate and incorporate feedback over seven key stages of development.
The BEach
In the first blockouts some players found that the cave path looked like a dead end, citing that the shadows made the area look flat. I also found that the visibility of the distant boat from the starting area allowed players to enter the next area, negatively impacting the sense of discovery and tension I sought to build throughout the sequence.
I tackled this by:
These changes worked, allowing players to intuitively understand the geometry of the environment and that the cave route expanded past what was visible. I was also able to obscure the boats until players reach the first framed view inside the beach cave, ratcheting up the tension and building a sense of discovery when the dinghy gameplay event is triggered.
- Altering the layout of the beach shoreline, giving the sand an incline
- Introducing a protruding low section of rock from the cave wall, behind which the now-raised sand bank was visible
- Adding additional lighting to the inside of the far cave wall
- Changing the position of the boats, adjusting the cave wall layout and adding sea rocks to obscure the view
These changes worked, allowing players to intuitively understand the geometry of the environment and that the cave route expanded past what was visible. I was also able to obscure the boats until players reach the first framed view inside the beach cave, ratcheting up the tension and building a sense of discovery when the dinghy gameplay event is triggered.
The Mine
Some players found the switchback route difficult to see in the first iteration of the mine. Some also felt the segment did not sufficiently build tension, feeling like more of a diversion. In a later playtest, some questioned the purpose of the mine area - indicating to me that it felt like a diversion, and changes had to be made to increase the make the area feel more substantial, and to make the crystals feel dangerous and the mining operation more apparent.
I tackled this feedback by:
- Modifying the geometry and lighting of the switchback route, making it more obvious
- Adding subtitles that trigger if the player gets close to a glowing crystal signalling their danger
- Adjusting the mine layout, creating a false route with collapsing ground, building tension and back-gating movement
- Directing the player's view towards the false route (see the mine technique analysis), hinting at mining activities
- Triggering gunshot audio when exiting the mine, building tension and anticipation for the next segment
These changes appeared to improve players' experience of the blockout as players stopped getting lost, had increased engagement through the mine section and many clocked-onto the sinister narrative being established by the subtitles and physical placements. Whilst enemies could not react to the player in the blockout, players would still engage with the crouching mechanic and navigate the cove using tall grass and cover to simulate stealth gameplay.
Towards the deadline I realised that the mine's pacing was good but could have been improved. This was because the false path and collapsing ground occurs slightly too early in the sequence without giving players the chance to acclimatise to the area. Expanding the pre-fall section and including a scripted event, such as enemies moving through the cave ahead of the player, could have improved pacing, built tension and made the mine feel more substantial.
Towards the deadline I realised that the mine's pacing was good but could have been improved. This was because the false path and collapsing ground occurs slightly too early in the sequence without giving players the chance to acclimatise to the area. Expanding the pre-fall section and including a scripted event, such as enemies moving through the cave ahead of the player, could have improved pacing, built tension and made the mine feel more substantial.
THe Cove
In early iterations, players seeing the cove from the initial vista said their focus was drawn to the wrong elements, confusing their objective. Later, players also found enemy routes harder to follow as the cove increased in size and in complexity, and through observation, players appeared to find the stealth route unstimulating as the 'critical path' was too obvious. Some players also found the stairs leading to the Facility entrance too exposed.
I tackled this by:
Changing the layout of this section allowed players to consistently identify the Facility as their ultimate goal, and testers reported they felt more engaged during the stealth section. Players also spent more time on the stairs suggesting that they felt safer, and often spent some time looking back over the cove and the route they had traversed.
Fewer players took the riskier route than I had expected. This is likely because the beach was more exposed, with the enemy on the pier directly facing the beach when collecting cargo from the dinghy. This could be fixed by partitioning the pier area with raised land and a fence, building a visual barrier to make the approach feel safer (despite remaining open). Additionally, I would reduce the pier in size and place the dinghy on the other side of it so the enemy carrying cargo faces away from the player.
- Changing the cove's layout to de-emphasise the pier and using colour to make important focal points stand out
- Simplifying enemy paths, elevating the cove’s far end for better visibility and increasing the enemy count
- Adding a variety of routes to the cove, obscuring some of the paths from the offset and adding risk vs reward routes
- Redesigning the staircase to give a feeling of safety while also giving players visibility through the railings
Changing the layout of this section allowed players to consistently identify the Facility as their ultimate goal, and testers reported they felt more engaged during the stealth section. Players also spent more time on the stairs suggesting that they felt safer, and often spent some time looking back over the cove and the route they had traversed.
Fewer players took the riskier route than I had expected. This is likely because the beach was more exposed, with the enemy on the pier directly facing the beach when collecting cargo from the dinghy. This could be fixed by partitioning the pier area with raised land and a fence, building a visual barrier to make the approach feel safer (despite remaining open). Additionally, I would reduce the pier in size and place the dinghy on the other side of it so the enemy carrying cargo faces away from the player.