Exit Town (Level Design)
* I did not create the 3D assets in this scene. Assets were part of Unity packages from the Unity Asset Store. *
I designed the layout, lighting and theme. The idea was to create a level for a role-playing first-person shooter stealth game.
Assets Used: Urban Construction Pack Assets, Damaged Vehicles Asset Pack
I designed the layout, lighting and theme. The idea was to create a level for a role-playing first-person shooter stealth game.
Assets Used: Urban Construction Pack Assets, Damaged Vehicles Asset Pack
Tools Used: Unity, Photoshop, Pre-made Assets
The Idea
Design Rationale
The game genre chosen is an action role-playing first-person shooter stealth game. Similar to games like Deus Ex, or even Borderlands. You would have a player level, a inventory, quests,guns, collectibles, etc.
You start off in a confined space surrounded by police and its up to the player to decide if they want to go head on and shoot them or sneak out and get out of that area. Wanted the player to feel confined. Starting off, the player has to quickly chose what he/she will do or go.
Your main goal/quest is to go to the getaway vehicle and exit the level. But there are side quests that are optional you could do. For example, a NPC is collecting cola cans, and he tells you he will pay $5 for each can you find. Cola cans are scattered around the level and can be put in your inventory, you can then go back to the NPC to collect your reward. Even though its a linear level, I intend to put side quests so that places that are not straight on the exit path, are discovered.
There are different ways to get to the main goal of the getaway vehicle, you can follow the path of the road where the most police are, or you can find a place where you can jump a wall unnoticed and continue making your way through the level. This makes the player feel like they're making a choice, without the game really knowing.
The starting surrounding area is very compact and squeezed in. So that the most tension is when you are starting the level. After you get out of the starting area, the level is more spaced out, with some hiding places and a few open areas that you are easily spotted. But to make the game balanced, there are less police in the open areas and more in the tight confined spaces.
The setting is at night with the focus on lighting. Having a high bloom effect to illuminate lights even more, and added a grainy screen, with also with the addition of fog in the distance to have the illusion of a cold dark night.
Main colors are, variety of blues, orange, and yellow which help with the time of day chosen.
The player knows what the end goal is, and its up to them to either explore or just go straight to the exit of the level. In theory, the player would know that this game is an action role-playing first-person shooter stealth game, so even with that knowledge most players start getting the idea of what games like that in-tale in the gameplay.
There are few NPC's roaming around, to give the effect that its too dangerous right now to be walking or even staying outside, with the amount of police around.
You start off in a confined space surrounded by police and its up to the player to decide if they want to go head on and shoot them or sneak out and get out of that area. Wanted the player to feel confined. Starting off, the player has to quickly chose what he/she will do or go.
Your main goal/quest is to go to the getaway vehicle and exit the level. But there are side quests that are optional you could do. For example, a NPC is collecting cola cans, and he tells you he will pay $5 for each can you find. Cola cans are scattered around the level and can be put in your inventory, you can then go back to the NPC to collect your reward. Even though its a linear level, I intend to put side quests so that places that are not straight on the exit path, are discovered.
There are different ways to get to the main goal of the getaway vehicle, you can follow the path of the road where the most police are, or you can find a place where you can jump a wall unnoticed and continue making your way through the level. This makes the player feel like they're making a choice, without the game really knowing.
The starting surrounding area is very compact and squeezed in. So that the most tension is when you are starting the level. After you get out of the starting area, the level is more spaced out, with some hiding places and a few open areas that you are easily spotted. But to make the game balanced, there are less police in the open areas and more in the tight confined spaces.
The setting is at night with the focus on lighting. Having a high bloom effect to illuminate lights even more, and added a grainy screen, with also with the addition of fog in the distance to have the illusion of a cold dark night.
Main colors are, variety of blues, orange, and yellow which help with the time of day chosen.
The player knows what the end goal is, and its up to them to either explore or just go straight to the exit of the level. In theory, the player would know that this game is an action role-playing first-person shooter stealth game, so even with that knowledge most players start getting the idea of what games like that in-tale in the gameplay.
There are few NPC's roaming around, to give the effect that its too dangerous right now to be walking or even staying outside, with the amount of police around.