Jordan Cordina
The Facility |
ContributionsPosition: Level Designer
Team Size: Solo Using: Unreal Engine 4 Duration: 3 months |
👉Responsibilities
- Sole designer from concept to final blockout
- Utilised visual scripting for events and story beats
- Used architectural techniques to guide player movement solely via the environment
- Iterated and evolved level over seven stages based on player feeback
Gameplay Summary
- The Facility concept was a first-person stealth-action game, with a low-tech 60's spy films theme
- Level is linear and low-action, featuring multiple stealth routes
- The player starts without equipment, forcing them to rely on stealth
- The mission is to covertly infiltrate 'The Facility', using tall grass to stay hidden
🎯Design GoalsFrom an early stage my design goals for the blockout were:
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🏖️The BEach - Technique Breakdown
☢️The Cave - Technique Breakdown
🏝️The Cove - Technique Breakdown
🔄Iterations
🏖️Beach
Initial beach: Arch silhouette drew attention • cave appeared as deadend
Final beach: Driftwood points player towards cave • raised sand in cave hints that path continues inside
Final beach: Driftwood points player towards cave • raised sand in cave hints that path continues inside
☢️CAVE
Initial cave: Built anticipation • uninteresting transition space • lack of backgating
Final cave: Collapsing path blocks backtracking • environment gives narrative hints • exit tunnel teaches crouch
Final cave: Collapsing path blocks backtracking • environment gives narrative hints • exit tunnel teaches crouch
🏝️Cove
Initial cove: Destination unclear • too much emphasis on boat • lack of story beats
Mid cove: Linear route • emphasised firing range • facility not clear enough • raised ground obstructed view
Final cove: Multiple points of interest • POIs emphasised • clear silhouette and contrast for factory • multiple routes
Mid cove: Linear route • emphasised firing range • facility not clear enough • raised ground obstructed view
Final cove: Multiple points of interest • POIs emphasised • clear silhouette and contrast for factory • multiple routes
🪞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 |