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Level Showcase

Beginner Luck is a stealth level game. This level was created during was created for my university's assignment purpose. 

Summary of the level: You played as a rookie mercenary where you were tasked to infiltrate the museum and obtain the legendary arts by the cilent. He will be awarded a large sum of money and was promised back up should the player get found out. He successfully infiltrated but found out the art rumour is fake and has triggered the security system and there is no backup coming to save him while only telling him hints on how to escape the museum . He plans to have a face to face confrontation with the security guards only to find out that he didn’t bring enough ammos. With his current mag he has, He is now forced to stealth his way out of the museum by using his limited ammos to distract enemies or follow behind the enemy to kill them until he gathered all 4 cards to escape the museum and lives to tell the tale.

Primary Gameplay Mechanic: Stealth Kill
Secondary Gameplay Mechanic:
Shoot bullets to distract enemy

 

Features design of the game
 

Distract enemy using bullets+ Stealth Enemy Killed - Made with Clipchamp.gif

Important Features:
 

Detection Widget for player

Leader of guard drop cards for winning the game

Important Features:
 

Card drop - Made with Clipchamp.gif

Uses crouch to hide behind
environment props

Laser

Top Down View of the level (Unreal)

Level Design
 

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1. Level starts from left to right
2. Red represents the laser in game
3. Green represents wall/benches

 

Top Down View of the level (Sketch Up)

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Set dressing of the Level & Thought Process
Theme: Museum (Art Museum)

Exhibit C (Start of the level)

Setdressing and Level Design Thought process: Since the game start within the art museum and from the end of the museum, I divded the level into 3 sections where the first section of the level (Exhibit A) only have small number but big arts size for consumer to look at. The design thought process is that I purposely created a big middle wall to let player familarize on avoiding enemies and how they can ultilize their gun as distraction or how they can hide from enemy vision. This way player can still learn to play the game without too much of a distraction from immersion.

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exhibitb-3.png

Exhibit B PART 1 (Middle of the level)

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Exhibit B PART 2 (Middle of the level)

As the level progress towards Exhibit B, there is more smaller arts and props for people to enjoy while having extra room for the specific art of the month to people to look at. The purpose for exhibit b level design is to have enough places for player to hide but additional lasers and enemies patrol that can also forces them into chokepoints which make them have to rely on their reflexes and knowledge of the game to get out of the level

Exhibit A (End of the level)

Finally when it reaches the last section of the game, there will be lesser art props and more walls to introduce the history of the museum. I also place green lights and exit boards on the end of the level to signify where the player should reach towards. The level design thought process is to have laser to block on obvious path to force player take alternate route to get out and relies on studying enemy patrol path and chokepoints to lookout for to clear the level

Design Intention that has been implemented

Player Experience 

The player will experience tension within the game when getting spotted by the enemy or encounter lasers and the player will try not to hit both enemy and lasers by using limited ammo as distractions or sneak behind enemy back and kill them. Players will repeat the thought process until they have gathered all 4 cards and have reached the entrance of the museum.

Forms of Fun

Thrill of Danger - Players are aware of the obstacles(lasers and enemy) but are unaware how the enemy’s position and patrol points are, so they can quickly hide behind benches or wall or use the limited ammo as a distraction when getting spotted by enemy or going on a direction that may put player in danger

 

c. Plan, Practice, Improvise 

Improvise - The player is recommended to adapt and improvise their strategy based the situations like using ammo to save themselves or went back to a safer spot to catch a breath as the player might not know how the enemy will patrol and their position on the level and laser position that might catch player off guard.

More information about the level

1.Why do you break it into 3 sections?
--> It ties to the challenges i want to give to the player where it starts off easy by having more space, more obvious hiding spot and lesser enenmy to let player get used to the mechanics of the game. As the level progress towards exhibit B(second section), there will be more props, but lesser space and more enemies which make player need to ultilise environment props and mechanic to outmover the enemy. Lastly, when player reach to exhibit A(final section), there will be lesser props, lesser enemy but enemy positions are deadly to test player adaptbility to environment and how to use limited props to their advantages.

2.Why do the player only have 10 ammos and can't reload?
--> This is tie back to the narrative where he is a rookie mercenary and the genre of the level which is stealth, therefore using ammos to distract the enemy cleary fit more to the genre of the level and it serve as a secondary mechanic for the player and not the primary mechanic.

3.Why enemy entities in the game( Lasers and Security Guards) instant kill the player? Will that make player feel frustrated?

--> This is tie back to the narrative where if the player got found out by interacting with the enemy, surely backup will arrive immediately giving the fact, enemies are placed closely with one another. The second reason is that I wanted player to feel tension and learn to adapt the current game state which may favor or not favor the player which make getting to the end very satisfying.

Anchor 4
Information about the level

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