Table of Content

SUNDOWN

Third Person Action RPG

Summary

After eliminating the other three bounty hunters and having lost much in the process, you are ready to hunt the last bounty hunter.

You must reach the abandoned mine to infiltrate the small mining town you once called home and eliminate the last obstacle between you and your freedom.

Breakdown
  • Developed over a prototype of a game I will develop further in12 weeks with multiple iterations
  • Unreal Engine 5.5.3, AGLS v1.2 template
  • Asset details
Goal
  • Create a 15-minute third-person action RPG experience using Uncharted and Red Dead Redemption-inspired narrative, traversal, and combat design philosophies.
  • Pace the experience on a three-act structure with multiple level beats on each act.
  • Design an experience that challenges the player in both combat and traversal aspects while telling an active narrative

Level Breakdown

Top View Iterative Progress

Walkthrough Per Beat

Beats
10 Videos
Overview

Beat 1- Climb the Mesa

Introduce the Traversal Mechanics of the level in a safe condensed environment.

Level Highlights

Climbing the Mesa: Traversal and Narrative Area

The first beat of the level helps the player adopt the traversal gameplay in a safe environment to be later challenged with a combat sequence.

  • Mesa Outskirts: Teach players traversal mechanics
  • The First Enemy Ambush: Teach players combat mechanics
Iterative Process
Reaching the Abandoned Mine Entrance : Traversal, Combat, and Narrative Area

The second section of Act 1 challenges the player in an area where the player must combine the traversal challenges with combat and narrative beats.

  • Abandoned Mine Entrance: Challenges the player with more traversal gameplay while fighting enemies.
  • Collapsing Scaffolding Event: Trigger Narrative event used as a combination of environmental storytelling and traversal event.
  • Fight the Bounty Hunter: First Boss fight where boss attack mechanics are introduced to the player.
Iterative Process
Exploring the Haunted Caverns : Traversal, Combat, and Narrative Area

The underground section continues guiding the narrative and challenging the player with an increased difficulty on both traversal and combat aspects

  • Underground Waterfall Cavern: Challenges the player with a variation of the traversal mechanics established before.
  • Trigger Events: Multiple trigger events guide the player through the underground area of the level, weaving narrative and layout together.
  • Enemy Ambush: The Second enemy ambush challenges the player in a dangerous section of the map
Iterative Process

Design Techniques

Linear Design & Flow

In comparison to multiplayer maps, I plan, structured, and created the initial layout by following these ideas for a Linear Design

  • The beginning of the map teaches the player how the mechanics will function throughout the level
  • The middle section enforces and expands on the teachings of the first section
  • The last section forces the player to utilize all the prior lessons in a more challenging environment
Scripting: Trigger Events and Sequences

Scripting can range from small trigger events to combat sequences, camera shakes, or quick time traversal events. All these options help polish the level and make it feel like an active map.

  • Trigger events can constitute enemy combats, quick time traversal events, and camera shakes.
  • Level Sequences can be used to add moving elements in the map that will support weaving together narrative and traversal sections.
Occlusion: Combat and Narrative Covers

Occlusion is a positive space in the form of solid shapes that obscure the line of sight.

Occlusion is used in the following ways on my level:

  • Occlusion is used as combat cover to support the combat areas of the map. Often used to avoid line of sight during range combat areas.
  • It can also be used to hide narrative sections that will be revealed as the level progresses. Used together with leading lines, this can help set the flow of the level without overwhelming players with too much information.
Lighting and Perspective

Lighting can affect how a level is perceived. Lighting can be used similarly to leading lines to guide the player and support the flow of the map, narrative, and mood.

  • Lighting can be used to obstruct and guide players throughout a more-than-usual dark environment, as well as set expectations of the mood and setting of the level.
  • In adventure games, lighting can be used as an alternative to yellow tape and can have more than one benefit, like guiding and creating epic vistas

Pre Production

Research, ideation, and planning

I started this study by deciding narrative, theme, mechanics, and ideas I wanted to explore and use as restrictions for my level.

I knew I wanted to build a level that resembled the combined experience of:

  • Red Dead Redemption and Uncharted’s Heavy narrative-driven approach with action-packed gameplay.
  • Spaghetti Western Movies such as A Fistful of Dollars
  • Modern wild west-inspired tv shows like Westworld
  • Comic series like East of West.

 

Questions I asked myself during R&D:

  • How will the narrative influence my level?
  • Will there be any secondary paths? How will they affect the narrative?
  • How long should the level be?
  • What mechanics will the player have at their disposal?
  • What kind of areas are common in a Wild West setting?
  • How will enemies appear and how will the combat occur?
  • How will cover be placed?

Level Design Document

Before I moved into UE5, I decided to create an LDD to document my thought process and plan my level. I started by planning the following:

  • Primary objective
  • Narrative
  • Setting
  • Location
  • Tone
  • Points of interest
  • Level Beats
  • Gameplay mechanics
 

Questions I asked myself during this step

  • How varied and complex should my mechanics be?
  • How should I apply the mechanics I ambition to not feel repetitive?
  • What are some scope restrictions I should keep an eye for?
  • Puzzles are cool, How do I implement those into an action packed game?
  • What are my main mechanics and how do they help me create an engaging map?

2D Map

My first stop was a pen and paper prototype. I started with the First Act of the map: Reach the Mine Entrance. Here, I wanted to establish a few principles:

  • Traversal mechanics will challenge the player to ensure a fast-paced level
  • Multiple paths give the player the chance to decide their path
  • Boss Encounters occur throughout the level, weaving the narrative of the story into the gameplay
  • The first half of the level is an outdoor experience
  • The second half is a claustrophobic, eerie underground experience

At the end of my first 2D Map Draft, I mapped:

  • Act 1: Reach the Mine
  • Act 2: Explore the abandoned mine
  • Traversal zones
  • Narrative Beats
  • Combat areas and enemy locations

At this point, I reached out to a few Level Designers in my circle for feedback on my documentation and initial 2D Map, from where I gathered the following feedback:

  1. The mechanics I’m ambitious about are too varied, the mechanics need to be standardized for player’s readability
  2. The map felt like multiple rooms connected by a hallway
  3. The size of the map feels out of scope and some areas may benefit from condensing them together

Process & Iteration

Initial Blockout

I decided to start blocking out my first draft of the map while implementing the feedback I received from my pre-production:

  • Focus on creating an interesting layout rather than focusing on puzzles or boss encounters.
  • Design with the intent to make drastic and quick changes through multiple iterations of feedback
  • Thought puzzle areas and accommodate traversal zones to incorporate puzzles as a seamless opportunity to create continuity between areas.
  • Secondary paths could cause narrative elements to be skipped.

With all those points in mind, I focused on:

  • Creating the basic layout
  • Implementing basic shapes to guide the layout
  • Prototyping primary traversal mechanics
  • Mapping the combat and traversal areas
First Feedback

After blocking out my first layout, I was able to showcase my map to a group of designers, from whom I got the following feedback:

Feedback 1: Combat Zones

  • Problem: The current layout does a good job of creating captivating yet guiding vistas. However, the combat zones aren’t well defined and feel very exposed.
 

Feedback 2: Traversal Mechanics

  • Problem: Traversal mechanics are not standardized, making some traversal zones frustrating and repetitive.
 

Feedback 3: Layout paths

  • Problem: The areas between bigger rooms felt empty and repetitive, while the optional paths detracted from the narrative rather than supported it.
First Iteration

After understanding what I needed to iterate, I went back to my level and set myself a plan of attack:

Iteration 1: Adding Cover and Placeholder Enemies

  • Performed a Cover and Enemy placement pass to start iterating the location from which the player would arrive, how they would first encounter the enemies, and what would be their cover options when challenged by enemies. 

Iteration 2: Standardizing Level Traversal

  • Reshaped part of the layout to standardize the traversal mechanics throughout the level. Created basic metrics for the cover sections and placed them on both sides of the combat areas to support different fighting styles depending on the weapons used (Long and Close Range Combat)

Iteration 3: Condense Map

  • Combine areas to condense the experience while also adding more detail to each beat in the level. This will lead to more complete experiences as each beat will have a combination of narrative, combat, traversal, or scripting elements.
Iterating Beat 1: Climbing the Mesa

I started by iterating on the first beat of the map: Climbing the Mesa. I simplified the initial traversal area and worked on making a more engaging traversal experience by always having a clear view of the next objective.

This way, the player would reach the top of the mesa from a different angle with a safe zone due to the cover placed near the top of the Mesa. As the player approaches the first combat zone, cover, and enemy location are well defined.

Iterating Beat 2: Enemy Ambush

After changing the first Beat’s direction, I decided to change the angle from which the player reaches the second Beat. By adding coverage and changing the direction from which the player arrives at the first combat area, I was able to create a safer environment while also introducing the player to the combat area.

I also implemented enemy placeholders to be able to represent the combat areas more easily, to give players a better sense of enemy location and cover sections

Iterating Beat 3: Reach the Mine

As the biggest defining section of the first act of the level, I wanted to challenge the player with the previously established traversal and combat mechanics by creating a section that allows the player to see the mine entrance from afar but where the player must traverse through different platforms and fight enemies as they get closer to the entrance.

The secondary paths were cut and instead, more detail went into creating the connective tissue between Beat 2 and 3 gave the chance to explore better occlusion and more interconnected sections instead of opting for less impactful secondary paths

Revamped Layout

As I continued to iterate based on feedback, I decided to separate my map into three acts to be able to define the transitional areas, traversal zones, and combat areas:

Iterating Beat 1: Climbing the Mesa

I primarily focused all my traversal mechanics overall on the first beat of the map. I implemented new traversal mechanics such as wall climbing, ladders, and narrow paths. These changes allowed me to make the initial traversal experience more complex by introducing variety.

After doing a geometry update, I also changed the location from where the player reaches the next beat to allow the player to reach a safe area before being ambushed by the next narrative and combat zone

Iterating Beat 2: Enemy Ambush

During the layout revamp, I decided to focus on creating a better first enemy encounter area by creating a safe space as the player reaches the top, giving them the chance to breathe before moving towards the first encounter.

Here, I also established how the first narrative encounter would unfold into the first combat encounter. Together with the updated geometry, I was able to frame both the narrative beat in front of the player as well as the overall goal by placing the Mayor’s Manor in the distance.

Iterating Beat 3: Reach the entrance of the Mine

Since the last update, I implemented new geometry, new traversal mechanics, and standardized both the mechanic values and colors. This allowed me to immerse the player in the world and create an expectation on how mechanics look and act.

Afterwards, I worked on creating scripted events that would increase tension and heighten interactivity to subvert the player’s expectations and better weave the narrative and traversal elements together.

Iterating Beat 6: Follow the Hunter

Originally, this area did not guide the player towards the correct section of the map, as the dead end was lit better than the correct path.

Because of this, I added additional lighting towards the entrance of the cave as well as a scripted event that provided the player with a direction instead of leading them to a dead end.

Iterating Beat 8: Fight in the Haunted Cavern

Since the original concept of this area to have multiple platforms where the player has to move through while fighting enemies felt too chaotic when testing, I decided to change this section into a long platform with some cover so the player still has to fight the ambush but the area where they are standing is safer and with a few cover areas to slow gameplay if needed.

Final Thoughts

Heading into this project, I knew my focus for the last few years has been primarily third-person shooter level design philosophies. However, I wanted to expand my horizons and create an action-packed level that felt like a combination of Red Dead Redemption and Uncharted.

Throughout the last few months, I blockout, playtested, gathered feedback, and improved on my original design to grow as a designer and create a level that resembled those that I was inspired myself. After reaching this milestone, I wanted to take some time to reflect on my decisions and what I learned:

Takeaway 1: Iteration is key

 1. Playtesting and iterating on my design helped bring new ideas and iterate on existing ones. A big percentage of the map was changed at least once, and after every iteration, the game looked better and better.

2. I watched people play my game, and that gave me a key insight into how players were reacting to the changes I was making. I also learnt to understand where I was failing at guiding players.

Takeaway 2: Traversal mechanics are hard to balance

1. A good part of my traversal mechanic iterations were about implementing new mechanics, learning how to make them transition smoothly, and finding the right ratio to not make the traversal zones repetitive.

2. Accordingly, distances, values, and the location of certain mechanics can drastically change the feel of an area.

Takeaway 3: Environmental Storytelling and Key Vistas

1. In order to make the world feel complete, environmental storytelling was a necessity.

2. Some beats were simply narrative beats while other sections were pivotal to the story as they pushed the flow of the level. Some examples include:

Picture Dump