Hitman Style LEvel
In this project, I set out to create a 3rd person stealth gameplay experience taking place in a mafia manufacturing facility. The focus was to create a whitebox experience that emphasized player choice by allowing for there to be multiple ways to complete the level and various ways to eliminate the target.
Developed over 10 weeks
Tools: Unreal Engine 5, Maya
Level Design
November 2021
Level Trailer
Pre-Production
Game Mechanic References
I began my process by compiling mechanics references. I gathered images that demonstrated mechanics in other games that I wanted to incorporate in a similar way into my level.
I initially thought I would create a mechanic similar to that of Alibi's in Rainbow Six Siege. I quickly dropped that idea because it didn't seem to go hand-in-hand with a stealth game.
I finally landed on simple stealth mechanics such as the takedown and hiding from enemies seen across many games of the genre such as Assassin's Creed, Hitman, and Batman.
Design Process
Initial Floorplans
These are my sketches of the initial floorplan concepts I had for the level. I was iteratively designing this level so a lot changed throughout its creation from the initial floorplan, but the basic idea of each floor stayed the same.
The first floor was focused more so on being a tutorial level where the player would learn the mechanics, movement, and object of the game.
The second floor was where there was a lot of choice for the player. There are multiple paths that the player can take depending on how they wanted to approach the level.
The third floor is where creativity comes into play. On this floor, the player is supposed to kill the main target of the level. The player can get creative though and find 3 different ways in which the target can be killed.
Sketchbook Pages
In my sketchbook, I drew not only the floorplan sketches but the player flow and pacing of the level. I described what would happen on each floor and when. I do this to help me keep an understanding of when I want things to happen in the level when I go into Unreal and lay it all out.
Core Pillars
I wrote down the core pillars for my level. A technique I learned while watching a God of War panel from GDC on level design. They mentioned that the way they design is by having core pillars that everything is based around so I decided to use that technique.
Blockout Process
First Floor Blockout
The first floor is meant to be an integrated tutorial level for the player. It can be seen through the blockout stage that the initial shape of the floor was elongated. The reason I decided to do this was that I wanted to add a larger/more open area near the end of the first floor. This area would test the player on the skills they learned in this level by attempting to navigate a larger more open space while at the same time being stealthy and not getting caught.
Second Floor Blockout
The second floor has multiple paths for the player to take. My goal when designing this floor was to allow the player to choose how they wanted to play the level. I also intended for the level to have replayability. I incorporated this by making it so that if the player chooses to activate certain things then it cuts off the option for another choice to be made later on in the level.
For example, if you activate the crane sequence on the second floor then you can't use the crane to kill the target when you are on the third floor.
Third Floor Blockout
The third floor is where the player gets to have fun. Here, the objective is to eliminate the target. There are 3 different ways of killing the target on this floor.
I added the glass floor to this floor for a couple of reasons. Since this was a mafia warehouse, I thought that it would be interesting for the mafia head to be able to see through the floor down into the production section of his warehouse. Adding the glass floor also allowed for me to incorporate some fun design choices such as it breaking.
Design Choices
Crushed by Crane
The first design of these overhead pipes had a path that would allow the player to skip most of this floor. I then re-designed the pipes so that by killing the player with this crane it would teach them that they can't go that way, but more importantly, it would teach them there was a mechanical crane that they could operate to kill enemies.
Explosion Sequence
The next part to this floor was the "Oh shit!" moment. This is where I wanted to add something to the level that would really take the player by surprise while at the same time progressing them through the level.
Vent System
I designed a vent system that the player could use to navigate around the floors while staying hidden from enemy sight.
Breach and Clear!
At one point I had a wall breach mechanic in the game. The intention was for it to be a silent wall breach that creates a small opening in a wall. I eventually cut this idea because it didn't feel like something that an agent would use during a stealth operation.
Killing the Target
Timed Death
The first way to kill the VIP is by timing the explosion of the floor when the target is walking on it. If the player failed to activate the crane sequence on the second floor then it can be done on the third floor in the target's office and if timed properly can kill the target.
Toxic Gas
The second way to kill the VIP is through putting toxic gas in the vents. If the player finds the CCTV room then they can kill the target by waiting for him to walk into his safe room and injecting toxic gas in the vents.
Pushover over the ledge
The third way for you to kill the target is by pushing him over a ledge. If the glass floor was exploded but didn't kill the target, then the player can push the VIP making him fall to his death. I wasn't able to program that but the video gives you the general idea.
Commentated Gameplay
Closing Thoughts
This project was a great learning experience for me where I got to challenge myself in creating levels with replayability and allowing for player choice. I am quite happy with how the level design panned out. If I had a little more time then I would incorporate more ways to kill the target and more easter egg type of items for the player to find and use throughout the level. If I had a proper programmer I also think that it would look more polished but my focus was on the level design, not the programming.
In conclusion, I learnt a ton from this project and I would definitely be open to designing more stealth experiences in the future.