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Enter and Exit

Stealth Infiltration Level

Introduction

For this project I wanted to create a level that focuses on stealth.

This level is inspired by games like Metal Gear Solid and The Last of Us pt. II.


 

Project Details

  • Developed over 4 weeks

  • Unreal Engine 5

  • Blockout

  • Lighting

  • Visual Scripting

  • Assets used: Ultra Dynamic Sky by Everett Gunther

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Pre-production

Gathering References

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I began the project by gathering reference images of that might inspire the vision for the blockout.

I looked for really good images of military bases and barracks that looked like people worked and lived there.

Sketching Layout

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While brainstorming I like to sketch out the layout for my levels. This helps me think of different ideas when it comes to structure and sightlines.

Blockout Process

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During my blockout process I like to iterate on my design early that way I can decide what is best for my level.

Level Walkthrough

Introduction

The start of the level is suppose to be slow and explorative.

Adding a vista that the player is immediately shown gives the player a goal.

 

Puzzle

I wanted to use the bow and arrows as a way to challenge the player with a puzzle.

The player needs to find a different view to shoot the button on the other side of the door.
 

Traversal

The player will need to platform under the bridge that leads to the compound.

I added triggers that would play sounds of trucks driving over the bridge
to increase the intensity of the situation.
 

Stealth Encounter

For stealth I wanted to give the player multiple paths to taken depending on their playstyle.

 

This path is the more aggressive path with less cover you need to be quick.
 

The Goal

Once the player reaches their goal they are faced with the challenge of escaping the compound.

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I added alarm noises and footsteps to help create more tension.

 

Conclusion

Once the player gets to the end of the level they get on a helicopter to fly away and end the level.

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I used a sequencer to set up the helicopter.

 

Closing Thoughts

 I wish I took more time during preproduction to establish what kinds of goals I wanted to set for each space. I thought the mechanics used throughout the level were interesting and unique but could've been used more in some spaces.

Overall I really enjoyed working on this project and I hope to work on a similar project in the future.

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