Preface
For this project, I set out to create a level set in a small village, building on the escape theme from my
"Subject B-44" level. This time, though, I wanted to explore the theme from a different angle. I came up
with
a desert village under military occupation, with the player stepping into the role of an agent working
against the occupying forces. Stationed in the village to monitor military activities, the agent now finds
themselves in a dangerous situation as the military tightens its hold on the area, making escape the only
option.
To give players varied approaches to tackle the challenges, I designed a class system specifically for this
level. For more details about the different classes, check out the Game Design tab!
Here's a video showcasing an example play-through with one of the classes:
Gameplay Video
Details
Here, you can see four of the five classes I designed for this level. Each class allows the player
to approach the level in a unique way. They follow the classic shooter class structure: the
well-rounded Assault class, the slower but tankier Heavy class, the Marksman class for those who
prefer a more subtle approach, and, lastly, the Breach class, focused on a run-and-gun playstyle.
In the video, I'm using the Recon class. This class is equipped with silenced weapons for a stealthy
approach and has a scanning ability, allowing the player to plan their next move. If things get too
heated, they also have two smoke grenades to help escape tight situations.
The village layout has buildings that create three main paths, all eventually leading to the
player's objective. This setup lets players pick their own route at the start, explore the area, and
maybe find useful items or a better way forward. No matter which path they take, they end up at the
same spot, keeping things simple but still giving the level a sense of exploration.
Let's look at the starting area. The player begins in an abandoned building that served as HQ for
agents opposing the military. I wanted it to stand out from a regular home, so I added props like
boarded-up windows to create a secretive vibe.
Empty gear and armory boxes are scattered
around. I didn't want it to feel too lived-in, since the story has everyone else gone, leaving
the player behind.
Here are some views of the antenna, which serves as the main guiding point for the player. As you
can see, the antenna is visible from nearly any point on the map, so if the player feels lost, they
can climb on top of a building to spot it easily.
Here's a view of the village paths from above. The level isn't huge, but the tight layout of houses,
sheds, and other details gives players plenty of options to find their own way.
These are some of the visual points of interest I added to enhance worldbuilding and reinforce the
narrative of an old village recently occupied.