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
![truckblow6](https://abdullahfirat.com/wp-content/uploads/2023/07/truckblow6.gif)
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.
![ezgif.com-optimize](https://abdullahfirat.com/wp-content/uploads/2023/07/ezgif.com-optimize.gif)
![Key Door Gif](https://abdullahfirat.com/wp-content/uploads/2023/07/Key-Door-Gif.gif)
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)
![Flow Path Encounters](https://abdullahfirat.com/wp-content/uploads/2023/06/Flow-Path-Encounters.jpg)
Quest Steps & Mission Flow
![Mission Flow Chart FPS](https://abdullahfirat.com/wp-content/uploads/2023/07/Mission-Flow-Chart-FPS.jpg)
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.
![TopDown Layout](https://abdullahfirat.com/wp-content/uploads/2024/02/TopDown-Layout-scaled.jpg)
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.
![ScreenShotG3](https://abdullahfirat.com/wp-content/uploads/2023/05/ScreenShotG3.gif)
![ScreenShot](https://abdullahfirat.com/wp-content/uploads/2023/05/ScreenShot.gif)
![ScreenShotG2](https://abdullahfirat.com/wp-content/uploads/2023/05/ScreenShotG2.gif)
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.
![Refs JPS](https://abdullahfirat.com/wp-content/uploads/2023/07/Refs-JPS.jpg)
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.