I set out to create a cover-to-cover level that combines intense combat and smart traversal in a post-apocalyptic setting.
Drawing inspiration from The Division, Spec Ops: The Line, Metro, and STALKER, I focused on designing a non-linear apocalyptic environment that encourages parkour, scavenging, and multiple playstyles.
My goal was to create a space where players can approach challenges in their own way, whether through stealth, head-on combat, or clever navigation, all while capturing the tension and atmosphere of a crumbling urban landscape.
I found paintovers to be the most effective way to iterate and incorporate feedback, as they allowed me to quickly sketch combat spaces from specific angles before making changes.
This process helped me refine ideas early on and transfer them to a playable state with minimal rework.
Primary, Secondary, and Tertiary Goals
In this project, I implemented multiple techniques to guide the player.
Primary: Long-term objectives or landmarks to provide direction throughout the level.
Secondary: Short-term goals, like navigating to vistas or parkour areas, to keep the player progressing.
Tertiary: Moment-to-moment targets centered around combat scenarios.
In my level, I used framing to provide subtle hints and guide the player along the linear path.
I positioned buildings and streetlights at angles that naturally directed the player’s view, and aligned abandoned cars to face the intended direction of travel. These elements worked together to create a sense of direction while maintaining immersion in the environment.