Stealth FPS
This is a stealth based shooter where the player navigates an office building to plant a virus in the CEOs computer. My goal for the game design was to provide a player with multiple ways to get through the level by providing a variety of mechanics to either sneak or shoot through the level. I wanted the mechanics to facilitate the type of dynamic gameplay for the player to feel like no option was locked off to them or preferred, giving the players the tools to tackle the level in however they want.
The level design, while mostly linear, is still open enough for the player to have options in how they want to proceed. I wanted to create a sort of contained open level design.
Game Design
Weapons
The Player starts off with two weapons they can use to get rid of guards, a pistol and an assault rifle, each has a different use and function. Both can use Alt to activate an alternate use as I want. The weapons use projectiles instead of hitscan as a personal choice from me, it also helped me add tracer fire better as I thought that would add to the aesthetics of the gunplay. Most furniture can be destroyed by gunfire as well, inspired by F.E.A.R. to create chaotic environments with smoke and papers flying everywhere in the event of a firefight.
Assault Rifle
The more powerful weapon, themed to fit the 2000s aesthetics. The gunfire also alerts nearby guards. Pressing Alt switches it to full auto, killing faster but at the cost of using ammo quicker. I wanted firefights to last very quickly, so time to kill is short.
Pistol
The Pistol is the default weapon. The pistol is silenced so it does not alert guards. Pressing Alt activates a flashlight that can light up dark areas, especially in vents. I wanted to make sure the weapon had some utility outside of combat. But it takes some skill to use effectively.
Gadgets
Since this project was partially inspired by 007 Nightfire, I wanted the player to have access to a handful of concealed gadgets to help the player in a variety of ways, mainly puzzle-solving but can also be used to deal with guards and hazards. I wanted to make sure the gadgets had multiple uses, increasing their functionality and usage, as well as functioning in playing into the early 2000s spy game aesthetics. The mechanics lend themselves to add a little break in the sneaking game play.
Wrist Watch
I felt like a wrist laser would be an obvious choice to use here in a project like this. Its primarily used to cut wires and drill through vent screws. The level teaches the player to use the laser with red objects. It can also be used as a weapon.
Cell Phone
I picked a cellphone as the other gadget for the icon aesthetic of the flip phone, going along with the early 2000s look I was going for. It is used to short out electronics and knock out guards. The level teaches the player that blue objects can be zapped
Guards
The guards are the main hazards in the level. The guards come in two patrol styles. The Wandering Guards wander around an area while the Patrolling Guards follow a set path. The guards were designed to be a serious threat, I wanted to add this tense feel because the guards can spot the player pretty quickly but not too fast that it feels unfair, and also be able to kill the player very quickly as well. The dynamics I wanted to design would make sure engagements with the guards were frantic and intense to give their presence a weight since a single guard can kill the player in seconds. But I also want to make sure the guards could be dealt with in a variety of ways, This all helps lend to the overall open design and dynamics I wanted to make for this project.
Cameras
The Cameras act as the second primary hazard in the level, they oscillate back and forth in a 90-degree angle and will quickly alert all guards on the floor if the player steps into its light cone. usually placed at the entrances of rooms in order add to the tense aesthetics of the game and add some hazards to the room that the player can work around with the predicable camera path that adds to the dynamics.
Puzzles
Throughout the level, there are navigational blocks that require gadget usage, these are sparsed throughout the level in order to add extra challenge and thought when going through the level. I made sure that there plenty of these gadget opportunities to make the gadgets feel useful and relevant. Some of the puzzles rely on the player following a colored pipe through a section of the floor to solve a puzzle, either shock or cut something in order to proceed.
Helicopter
On Floor 3, a helicopter circles the two towers and sky bridge of the level and exists as a persistent threat while the player is on the floor. When the player enters its light cone, the helicopter fires two machine guns in the direction its facing as long as the player is in its cone of vision, putting the player in danger and alerting near by guards. I wanted to force the player to be extra careful when on Floor 3, and add a unique hazard to the floor since it adds to the dynamics I was going for.
Scripted Event
On Floor 5, in the CEOs office, there are two separate ways of completing the objective. A text prompt asks the player to press the E key to "hack" the computer, thereby installing the virus and completing the objective, and causing the door in the other room to open to the final elevator. However, if the player destroys the computer, a helicopter drops in from above the office and fills the office with bullets. I wanted something to be different about the experience if the player elected to take the more action route throughout the level and destroyed the computer. This attack also forces the player right into the enemy heavy elevator room to avoid getting killed by the helicopter.
Level Design
Exterior/Vents
This is an important section because it sets up everything in the game, by showing off half of the level up front, the helicopter, and gets the player acquainted with all the systems they will need to navigate the level and reach the objective.
Floor 1
The first main area and the start of the game proper. It consists of a large open office space with a single patrolling guard and one wandering guard as to ease the player into the game while still presenting some challenge. the exit of the floor is the locked door to the stairwell. This floor also has a view of the second tower and the sky bridge.
Floor 2
The layout of this floor is similar to the first to keep with the office layout feel, with the main difference being vent access that leads down. The player can take the stairs all the way down to Floor 3, but there is a group of enemies at the bottom of the stairwell to act as a soft barrier to nudge the player into exploring Floor 2.
Floor 3
This is the largest floor and contains a sky bridge that connects the two towers, a helicopter flies around the perimeter acts as a constant hazard for the player to worry about while opening access to the sky bridge and making their way to the second tower and to its stairwell.
Floor 4
The main room on Floor 4 is a server room, a dark room full of guards for the player to sneak through or shoot through in order to find the right server. to zapp in order to activate an elevator on the other end of the room. This is one of my favorite parts of the level. I wanted to have the feel of sneaking through a maze like environment with hazards.
Floor 5
Floor 5 is the most linear floor, and the second to last floor. I wanted to have the last bit of the game to be a little straightforward for when the player reaches the objective and a major combat obstacle. There is still variety here in the way of how to acomplish the objective, either destroying or hacking the computer, and a combat challenge at the end.
Rooftop
The Roof is the final zone of the game and contains various exits to the level. it is mostly baron of cover so going for the helicopter would be dangerous.
Documentation
Process
First thing I did was write down a quick idea sheet with the goals I wanted to accomplish with the project, once I had a basic idea of what I wanted to do, I drew the layout maps for each floor. When I opened Unreal, the first thing I made were the weapons and gadgets, next came the guards and cameras. With most of the game play elements working, I then started development of the level itself. Starting with Floor 1 and moving in chronological order. I added the patrolling helicopter when I finished Floor 3, and set up the scripted helicopter attack when I had Floor 5 finished. I finished with the Rooftop.