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Exfil

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.