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
Project Brief: The Facility
The Facility is a level blockout featuring the opening minutes of gameplay in a first-person stealth-action game. My main aims for the project were 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 for the project was keeping 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 for the project was keeping 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.
emotional and Narrative GoalsFrom an early stage, the high-level emotive and narrative goals of the Facility blockout were:
To successfully hit these goals, I included the following in the level sequence: |
- Had the player begin unarmed, increasing tension as the level unfolds
- Created an initial sense of disorientation by starting the player facing a view with no clear way forward, encouraging them to seek their own way forward
- Linked progress to rightward movement on screen and used 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
Level overview
1. THe BEach
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2. The Cave
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3. The Cove
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The BEach
A trigger volume in the cave triggers player dialogue and tugboat audio coming from a framed view ahead, showing that the player is close to their goal. The view composes of a previously obscured barge and a tugboat travelling from right to left; following the path left leads to a dead end and a mostly obscured view of the Facility.
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The Mine
The Cove
Process and Challenges
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Takeaways
Under construction.