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Ljusa upp video.
Flooded City - Third Person Adventure
Level Design | Storytelling
Project Summary
With this personal project I wanted to create a level that tells a story through the environment. Something that draws the player in and creates an interest in exploring the environment.
I wanted to have challenging combat encounters where the player can choose how they approach each encounter depending on their preferred style of play.
Project Breakdown
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3 weeks
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Created using Unreal Engine 5
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Focus on creating narrative experience
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Scripting Enemy and Player shooting
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Marketplace assets used
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Advanced Locomotive System 4
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M5VFXVOL2 (VFX)
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Modular Industrial Area
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Industry Props Pack 6
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Overview
Level Sketch
Level Flowchart
Starting area
Reveal the Objective
Flooded Cellar Entrance
Revealing enemies
First enemy encounter
Arriving at the Library Courtyard
Combat through the Library
The final encounter
Exit through the gate
Design Techniques
Design Techniques
Funnel before reveal
To make the reveal of the setting more impactful I wanted the path leading up to it to be narrow and limit the players view of what's up ahead.
Seeing some hints of destruction builds interest while not showing too much to take away the impact of the reveal.
Foreshadowing
Here I wanted to reveal to the player that there are enemies in the next building so they can prepare for an encounter.
I also wanted to show that they are getting closer to the library so they feel a sense of progression as well as help them navigate themselves.
Style of play
The player can approach each combat encounter as they wish, either sneaking up on their enemies behind cover or running in guns blazing.
This is to promote different styles of play and elevate the sense of replayability.
5 second rule
All interactions with obstacles that involve climbing or crouching under geometry will take at maximum 5 seconds before it is finished.
This is to ensure that the game flow is maintained.
Cover Shooting
When designing the different combat encounters that the player will face I made sure to give the player sufficient cover to hide behind while fighting.
I set up the encounters like this because the players are often outnumbered and at a disadvantage, the cover allows the player safety while also giving them the choice of how they take on the encounter.
Faster Descent
I wanted the player with a quick way to descend and exit the building once they have completed the main objective.
I present this to the player as a natural path to take that leads them to a broken staircase that leads the player down and in the direction of the next descending staircase.
Sections
Deteriorated Apartment Complex
Deteriorated Apartment Complex
Former apartment complex that's deteriorated over time, a building with broken down walls together with floors and staircases that has collapsed.
Floor 1 & Flooded Basement
The player enters the building through a broken hole in the wall that leads them into a flooded basement, they will need to wade through the waist high water.
Broken Exterior
The corner of the building has collapsed and water has flooded the basement. The player is able to enter the building through this opening and wade through the water.
Lobby Entrance
Once the player has waded through the murky water flooding the basement they will reach a set of stairs. These stairs take them to the lobby of the building that's connected to all the apartments.
Floor 2
Coming up the stairs from the first floor the player will find that the next flight of stairs is blocked off so they will have to navigate through apartments to find the way forward.
Blocked Path
The staircase leading up to the next level has been blocked off by rubble, the player is forces to navigate through the building to find an alternative path.
Hole in wall
There's a hole in the wall that separates the two apartments.
The hole is just large enough for the player to be able to squeeze through into the other apartment,
Changing up flow
The ceiling has collapsed leaving a large pile of rubble that the player can climb up to get to the apartment above.
Floor 3
Once on the third floor the player will see the broken exterior that reveals the enemies located in the building across the street. The burning barrels flickering light indicates that there's something on the other side of the wall.
Show, don't tell
Here the player can see what caused the blockage in the stairs leading up from floor 2.
There is also a large hole in the wall that attracts the player and will reveal what's to come.
Foreshadowing
The player is shown that they are moving closer to their goal, the library.
They're also shown armed enemies that they will soon come across.
This is also meant to teach the player what the enemies looks like and that where there is fire there is enemies.
Point of No Return
Here the player will be forced to jump down to the floors bellow in order to get to the bottom and exit the apartment complex.
When the player reaches this point they're done with the area. Once the player has jumped down then there is no way for them to get back up again, this is to help the player find their way by limiting the amount of paths the player can take.
First Floor - Building Exit
Coming down through the collapsed ceiling from the third floor the player has traversed through the building and will now be back at street level and can exit the building
Outlook
Vantage point, get a view of the enemies in the building on the opposite side of the road.
Closer look
Player gets a closer look at the Library, their end goal. From here the player can get a better view of what's to come.
A hint of what the player will be faced with once they've reached the location
Leading the player
Taking the alternative path through the small hole in the wall the player will be lead by the geometry towards the alleyway where the player might see a hint of what's to come or a peak at a collectable that's just out of reach
Ruined Store
Ruined Store
Broken down four story building where only 2 floors are now accessible from the floor level as a result of stairs collapsing.
This building has been overtaken by marauders that use it as shelter.
First Floor
On this level the player will face two enemies guarding the floor, there is also some loot that is hinted to the player when they enter the building that they can collect if they explore.
Foreshadowing
When entering the building the player will be introduced to the enemies that they will have to get past.
The entrance places the player behind cover so they are not forced to act but instead can take their time and assess the situation.
The player can safely wait for the enemies patrol pattern to favor them before engaging.
Collectable
Soon after the player has entered the building they're shown a collectable that's out of their reach to promote exploration.
I use this to teach the player that there are objects that the player will need to go out of their way in order to find them.
Changing up flow
Part of the staircase has been blocked off by the collapsed staircase, this is done to break up the player's movement and prevent them from just sprinting past the enemies and up the stairs. While also preparing them for their next encounter.
Second Floor
On this level the player will face two enemies guarding the floor, there is also some loot that is hinted to the player when they enter the building that they can collect if they explore.
Foreshadowing
When coming up the stairs to the second floor the player will see a shadow cast on the wall from an enemy on the other side of the wall.
This is to hint what's to come and to prepare the player for their next encounter,
Blocked Path
The player's progression is hindered by the collapsed staircase, they will have to find another way to continue forward.
This obstacle helps with immersion and makes the player look for alternative ways fowrard.
Point of No Return
Once the player has cleared out the enemies on the second floor and explored to see that there is no way to continue further up the building they'll be forced to jump down into the alleyway if they want to continue forward.
and the only way forward is jumping down into the alleyway,
Overtaken Library
Overtaken Library
A 3 story library with balcony and a large courtyard located at the end of the street. The library has been overtaken by marauders and serves as their HQ, one of the few places with electricity still and a large gate that can only be opened from atop the library.
The Courtyard
On this level the player will face two enemies guarding the floor, there is also some loot that is hinted to the player when they enter the building that they can collect if they explore.
Landmark
When entering the courtyard the player can clearly shown the landmark to help them navigate and to indicate that they have reached their destination.
Power Generator
When the player enters the courtyard they'll see the power generator that's connected to the electric gate
Guiding cables
The large cables leading from the power generator to the electric gates and then up top of the Library shows to the player that the gate is electrically controlled and that there is something further up in the building that's connected to it.
First Floor
On this level the player will face two enemies guarding the floor, there is also some loot that is hinted to the player when they enter the building that they can collect if they explore.
Choose your approach
The player has the option to take the more heads on approach with less cover and things to hide behind or the route with more cover that leaves them less exposed and makes it easier to sneak up on the enemy.
Guarded loot
Behind the glass of the receptions desk there's loot that's out of reach for the player.
The door on the right is blocked off but the door on the left is open. However there are multiple enemies that roam around that area and there is little cover if the player decides to go for it.
Show, don't tell
When the player makes their way up the main staircase they'll see a large pile of books at the lower steppes.
This is to draw the attention of the player to make them look up the stairs so they can see that the path is blocked.
It's also meant to help with immersion and give the player a sense of being in a library.
Second Floor
On this level the player will face two enemies guarding the floor, there is also some loot that is hinted to the player when they enter the building that they can collect if they explore.
Style of play
With multiple objects knocked over the player has plenty of cover to hide behind or sneak under.
This opens up to different styles of play and allows the player to take different paths depending on how they want to approach the enemy.
Hidden Path
The geometry leads the player to help them navigate, but those that look around and goes against the current are rewarded.
The players that explore a bit will be be able to find hidden pathways or collectables.
Show, don't tell
When the player makes their way up the main staircase they'll see a large pile of books at the lower steppes.
This is to draw the attention of the player to make them look up the stairs so they can see that the path is blocked.
It's also meant to help with immersion and give the player a sense of being in a library.
Third Floor
On this level the player will face two enemies guarding the floor, there is also some loot that is hinted to the player when they enter the building that they can collect if they explore.
Hidden enemies
There are two enemies standing behind a tall wall that are hidden to the player, however their shadows are visible to the player to alert them of what's hiding around the corner.
If the player isn't aware of their surroundings they might quickly find themselves stuck between multiple enemies with no where to hide.
Fast Descent
Once the player has completed their task on the balcony they have a fast way back down to the floors bellow.
This is to keep the pace up and not make the player waste time running through already cleared areas.
Library Balcony
Final encounter before the player reaches the power switch that opens the gate and allows the player to complete the level.
Last stand
The last enemies standing between the player and the power switch that will allow them to continue on from this flooded part of the city.
Power Switch
Once all the enemies has been defeated the player will reach the power switch. This switch opens up the locked gate at the courtyard and will allow the player to complete the level.
Combat Encounters
Building Summary
A three story library that serves as the enemies HQs.
It's one of the few places that still has electricity and it is used to control the large gate in the courtyard that preventing the player from escaping.
This is the final challenge that the player needs to overcome in order to earn their freedom, open up the gate and keep moving towards their final destination.
Encounters Breakdown
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Present the player with multiple ways to tackle each encounter depending on their style of play.
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Reward the player for exploring with Loot Crates /Health Pickups after every 3-5 enemies as each encounter can prove fatal to the player.
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Increasing tension with tighter corners and enemies hiding behind cover waiting to ambush the player the closer they get to the top.
Reflections
This was one of the most fun projects that I've worked on. I'm pleased with the result but if I had more time to work on it then there are some things that I would change.
Burning barrel indicators - I would have liked to teach the players that the placement of burning barrels is an indicator that there are enemies nearby.
The way I would have done this is by having the player pass unlit barrels on their way to an objective and once they've completed it they would have to return the same way but this time the barrels would be burning and enemies would be standing around them.
Improve AI behavior - Given more time I would have worked more on the enemy behavior tree to improve it's detection of the player as well as varieties in behavior once player is detected. I would have liked to have enemies take cover and use the environment to their advantage to force the player to be more strategic during encounters.
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