Jordan Cordina
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Jordan Cordina
Level Designer

The Facility

Genre: Stealth (First-person)
Players: Singleplayer
Platform: PC
Status: ​Released Prototype

Contributions

Position: 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. 

emotional and Narrative Goals

From an early stage, the high-level emotive and narrative goals of the Facility blockout were:
  • Introducing crouching and the stealth mechanic to players
  • Creating a sense of discovery as the player tracks down and starts to unravel the purpose of the Facility
  • Building a sense of caution to encourage the use of the stealth mechanic and ratchet up the tension 

To successfully hit these goals, I included the following in the level sequence:​
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A graph demonstrating how the tension rises in the final blockout
  • 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

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1. THe BEach

  • Player begins at the beach without equipment
  • Environmental cues lead the player to the cave entrance
  • Player learns the facility is close

2. The Cave

  • ​Visible traces of a mining operation and hinting at the organisation's nefarious purpose
  • Funnel teaches use of crouching controls, used for stealth

3. The Cove

  • Player begins on high ground for an overview of the area
  • Multiple stealth routes with grass and obstacles for cover
  • Risk vs reward routes

The BEach

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The player is not presented with a route in their initial field of view. Environmental cues (leading lines, implied space and framing) lead the players attention towards the intended route ahead.

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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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 With the route in the second view blocked the player turns around to see a switchback route, previously obscured by the cave walls on approach. A contrasting green light on the right side of their screen leads the player forward.

The Mine

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Under construction.
​Second paragraph.

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Under construction.
​Second paragraph.

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Under construction.
​Second paragraph. "funneling", "backgating"

The Cove

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​Under construction.
​Second paragraph.

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​Under construction.
​Second paragraph.

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Under construction.
​Second paragraph.

Process and Challenges

  • Project scope changed early on - the initial focus was to be on the facility itself, which changed to an introductory sequence to set the scene
  • This was to improve the quality of the initial lead-up sequence, introducing narrative hooks and building tension
  • ​It also provided an opportunity to explore creating larger natural environments with multiple routes for the stealth section in the cove, as well as offering opportunities for risk and reward with the routes available
  • ​Additonal content under construction.
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The first draft of the starting area.

Takeaways

Under construction.

Gallery: The Facility

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A snapshot of the "enemy cove" section of the level evolving over time in response to iteration and feedback.
Copyright - Jordan Cordina - 2023
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