Siege City - PERSONAL FPS LEVEL BLOCKOUT
AAA FPS Linear Action Shooter Game set in a Post War City
Roles: Level Concept, Design & Implementation, Blockout, Gameplay Scripting, Puzzle Design
Team Size: Solo Personal Project
Duration: 2 weeks
Software Tools
• Unreal Engine for Level Design and 3D Blockout
• Blueprint for scripted events and interactions
• Low Poly Shooter Pack for FPS mechanics and 3D models
• Blender for 3D modelling
• Photoshop for documentation and 2D map design
Introduction
The main inspiration for this level comes from FPS titles like Battlefield and Call Of Duty. Gameplay based on a linear quest driven action. Players try to reach and infiltrate heavily guarded buildings while eliminating enemies and solving traversal puzzles.
Gameplay Scripting
Roll The Truck To Destroy barricade
Using a weapon to release the truck downhill to break a barricade. Scripted event is triggered after the player explodes the barrel in front of the truck.
Explosive Barrel on Breakable Walls
With this mechanic players need to use a weapon to explode barrels which results in breaking a destructible wall and allowing them to proceed in the level.
KEY & DOOR MECHANISM
Players take a key and contain it in their inventory (bottom right) and use it to open locked doors. Every key unlocks the specific door.
Flow Path & Gameplay Beats
Level is designed as Linear Story Driven FPS Gameplay. My main work can be summerized as follows;
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Designed, developed and implemented full AAA FPS blockout from concept to finish.
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Integrated interesting gameplay moments with scripted events and interactions.
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Aimed for smooth gameplay flow and easy player navigation by using level design techniques (Landmarks, Leading Lines, Gating, Bait & Swich)
Quest Steps & Mission Flow
Quest Design based on Linear Action/Adventure gameplay, which contains three combat areas and three puzzle/activity mechanics. In order to get smooth flow, gameplay beats staged separately.
Blockout Process
The main goal for the blockout was to get the smooth gameplay flow while keeping the best visual composition possible. In order to achieve this, I’ve made a couple of iterations and made fine-tuning throught the process.
Pre-Production
In order to capture the post-war focused atmosphere, I gathered images from various resources such as real metropolitan cities, post-war city artworks and similar FPS games.
Full Gameplay
Screenshots
OUTCOMES
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I took full ownership of design, develop and implementation of AAA level blockout from concept to finish.
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Tried to provide engaging gameplay by scripted events and different gameplay mechanics.
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Crafted smooth gameplay flow and easy player navigation by using level design techniques.