Creating interesting covert encounters for the player in an abandoned and deserted gas station is my aim for this level. I started the level with the intention of using it as a small-scale project to demonstrate my level design through a gameplay experience that was stealth-focused and reminiscent to Splinter Cell. Throughout the whole process of creating this level, I have stuck to this idea.
Images above are the first and Second layout iteration of 'Safe Station,' where I placed various enemies and planned their patrol routes around the station. First, I arranged the cover in the level and assessed how it would help the player hide from enemies and move from point A to point B. After that, I positioned the enemies in the level and playtested it multiple times until it felt challenging enough for the player. I placed the cover strategically to act as decision points, where the player has to decide their next move.
To give the player a clear and better idea of how to study enemies, I came up with the idea of using billboard as warning sign. These billboard can be used as vantage point to scout the area. It allows player to formulate a plan, study enemy routes, and understand the paths available to them. To create a challenge, I designed overlapping patrol paths for the enemies. This tests the player and ensures they are led to the next phase of the level. I implemented these techniques I learned from the 'Level Design For Games' (CGMA course) taught by Emilia Schatz and Shane Canning, as well as from Max Pears, who runs the 'Level Design Lobby' Youtube channel, where he provides amazing guides for level designers.
After that, I added more cars as cover to give players a breather between enemy encounters. Initially, my plan was to set this level during the daytime, but after extensive playtesting, I decided to change it to night time to create a creepier atmosphere. This also allowed me to guide the player using car headlights and billboards to help them scout the area and become aware of enemy positions early on, enabling them to plan their approach for taking down the enemies.It took me two weeks to complete this level and I used Advanced Locomotion System V4, Unreal Engine 5.3, and Maya, I hope you like it!