Third-person adventure


INTRODUCTION

This is a third person adventure level that I created as a work sample for my level design internship at Dragons lake entertainment between August 2022 and April 2023.

The set up was:
- Third person, action-adventure style gameplay
- Minimum three objectives. For example reaching an area and as solving a puzzle.
- Implied AI placement
- Implied traversal/agility gameplay (if the player is going to climb a surface show us where the handholds or footholds are placed)
- Cover based combat space/arena
- Puzzle space
- Stealth gameplay

PROJECT DETAILS

  • Developed in 2 week

  • Engine: Unreal Engine 4

  • Level Design

  • Whitebox

  • Third-person Perspective

  • Basic Scripting

    • Blockout Tools Plugin

    • AdvancedLocomotion System V4

    • Twinmotion Boats Pack 1


PROJECT BREAKDOWN

Inspired by:
Inspired by northern Italy coast.

Summary:
You are an assassin. Your goal is to kill your target so that it looks like a suicide.
You have been flown in by helicopter and you are an honored guest at the dinner party. (outside the resort).
That means the resort is empty of visitors and perfectly positioned to hit your target yacht.

Level structure:
So my plan was that the player start from the top and then descends.
I give the player an early framing of the area and show the desired path to come in to resort facility but it´s a high risk to be discovered.
I also made other entrances on the other side for those who want to explore and want to take a low risk to be discovered.
Made a lot of verticality in the level to gain the player height advantage.

Project mission objective

  • Find a way in to resort facility

  • Find Acces card

  • Locate the C4 (mini puzzle room)

  • Sabotage the yacht with C4

  • Escape resort facility with boat.

Bonus: there are a bonus item under the bar that you can take (mini puzzle room)

GAMEPLAY


Full Gameplay

Other area

screenshot



Gathering references

The first thing I did when creating the level was to gather a big amount of references.
Everything from floor plans and real estate video walk throughs to games that had tackled the same theme.
The references inspired the layout and were used as architectural guidelines to make the space believable.


FINAL THOUGHTS

Overall I am satisfied with my effort. It took me 3 versions of the level before it was finished after feedback from Dragons lake. We were the first level design intern at the company. I am grateful for coming in and will continue chasing my dream.