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PERSONAL PROJECT - TACTICAL SHOOTER LEVEL

PROJECT DETAILS

Duration: 10 Days

Engine: Unreal Engine 4

Team Size: 1

Tools Used: Blockout Tools (UE4 Marketplace), 3DS Max, Photoshop, PureRef, Powerpoint

INTRODUCTION

This is a level created for a mission in a tactical shooter game, where the player must infiltrate an enemy compound located on the coast, to retrieve information from a hostage by sneaking them out. Failing that, the information can be retrieved by hacking a laptop in the same building the hostage is kept.

Personal Project - Ghost Recon Level: Portfolio
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Options for Play

The player can choose multiple pathways for different playstyles, mainly aimed toward open gunfights and stealth.

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Multiple Objectives and Entry / Exit Points

There are multiple ways to enter the compound, with different risks and rewards for each given path.

Depending on how the player chooses to approach the mission, there are different objectives to choose from.

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Playstyle Considerations

Assault, Stealth, Snipers, and Recon players will all find ways to contribute to the mission.

Video Playthrough of 3 Different Ways To Complete The Mission

Planning

PLANNING

PLANNNG

RESEARCH AND MISSION

  • Since I hadn't played many Tactical Shooter games, I had to do a lot of research about the types of missions and player roles that people usually choose. I looked at ARMA, Ghost Recon, and Escape from Tarkov as some examples.

  • I began gathering references and thinking of ideas for a mission that can take place at my level.

  • To make the mission unique, I looked at creating two main ways to complete the objective, with an optional bonus objective for the completionists.

  • I made a plan for the pacing and mission flow after I had established the mission brief.

Mission.jpg
Pacing.jpg
Mission Flow.jpg

METRICS AND PAPER MAP

  • To imagine that I was working on a published game in a team that conforms to constraints, I set myself limits for how cover can be placed, with:

    • Short Cover = 1m​

    • Medium Cover = 1.5m

    • High Cover = 2m​​

    • No cover is closer than 3 meters.

  • I made note of other assets that may need to be the same sizes, such as doorways, enemy shooting ranges and mantle heights.

  • With a mission planned and metrics laid out, I jumped into photoshop to create a rough map of how I will approach the mission.

Metrics.jpg
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2dmap.jpg
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OPTIONS FOR PLAY

OPTIONS FOR PLAY

OVERVIEW

  • Since the play area takes place in a small zone, I wanted to provide multiple options to encourage players to be creative with their approach to the mission, but also aware of the surroundings.

  • I followed the rule of providing at least two ways to approach the different paths the player could take to the objective.

  • The paths were designed around stealth play but also have considerations for when things don't go to plan.

STEALTH

EntryStealth_edited.jpg
  • There are two entry points that connect, allowing players to have the freedom of choice on which way to enter, and which way to proceed once they are in.

  • There are four sets of double staircases (highlighted green) to allow up to 4 players to appear on each side of the trench.

  • The enemies are in groups of four, so all teammates (or AI) would have to contribute to taking the guards out.

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  • On the south side of the compound, there are opportunities to sneak around the buildings entirely or to push your way through.

  • Traveling through the buildings exposes the player to more enemies, but also more supplies to collect.

  • Sneaking around the buildings along the right side isn't completely safe, as there is a sniper which needs to be taken care of on the roof.

StealthPaths1.jpg
  • On the north side, the players can either assassinate the guards and patrol as they move towards the target building, or avoid them entirely by running along the roof.

  • Running along the roof is a riskier option as they can be spotted or heard by other patrols, but rewards the player with more supplies.

OPEN GUNFIGHTS

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  • There is a large open area in the center of the compound to act as a line of fire.

  • This is the first 'ground' that the player gains when entering, and a bulk of enemy forces would run out and use the cover on the opposing side.

Paths.jpg
  • While players can use the stealth routes, there are quicker ways to get to the target building. Since they are quicker they also come with more risk.

  • There is a large patrol pack in the open area to act as a constant danger for the players, so they are aware of the obstacle if they choose to break stealth.

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LOCATIONS

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  • Optimal routes for stealth gameplay.

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  • Optimal routes for open gunfight gameplay.

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  • Locations for enemies.

  • Most are broken into packs so there is some staged progression.

OBJECTIVES AND ESCAPING

Objectives.jpg
  • Failing stealth, the guards call a helicopter which can be taken down as a unique fight that players will remember.

  • The minigun mount provides a great way to destroy the helicopter and drug containers as a bonus objective.

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  • Players can choose to either escape on foot or by truck if they fail stealth.

  • This requires the generator to be destroyed which opens the gate.

  • If the hostage is successfully retrieved, they can escape with the player using the helicopter after breaking through a wire fence.

  • A perfect time to detonate C4 you had planted around the site, for an explosive escape the player is sure to remember.

LOCATIONS
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ITERATIONS

  • Based on the feedback I was given, I:

    • Created an extra entry point​

    • Refined the exterior to make the space more believable

    • Polished some areas and added extra opportunities for stealth

    • Added new escape opportunities

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BLOCKOUT IMAGES

ITERATIONS
BLOCKOUT IMAGES
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