Besieged is a 3D shooter where the player wields a bow. The level located in a fantasy setting. The game has many stealth portions that revolve around sneaking up on enemies to get the perfect shot. This level will take the player through their ruined home village, an enemy camp and an icy cave.
Genre: First Person Shooter
Engine: Unity 2019.3.13f
Development period: 3 months
My Role
As the level designer I was tasked with creating an engaging level that encouraged the player to use stealth and cover in combat. I also wanted to incorporate numerous lines of sight so that players could take a different approach to each encounter.
My Responsibilities
-Designing and creating a map of the level
-Creating a greybox of the level
-Effectively lighting the level
-Ensuring the level is properly paced
-Integrating scripts and level events
-Creating and analyzing playtest surveys
Initial Design Intentions
While designing the level, I wanted to always push the player to survey an area before engaging in combat, count the number of enemies, look for openings to sneak through, etc. The bow has a long range therefore the player can engage enemies at a great distance while remaining in cover.
During the level I also wanted the player to receive an upgrade to their bow, I ultimately decided that it should be collected towards the end of the level and required to complete the level.
Primary Layouts
As seen above, there are three different intended paths for this area, each offering a different advantage. Each path has a midway point that allows players to merge paths and take different routes to pass through the town.
- The red path allows for a longer line of sight for ranged combat. It allows the player to sneak past a lot of the guards.
- The blue path puts the player in many combat heavy scenarios but offers a lot of cover to hide behind.
- The green path offers the player a great vantage point of the town so they can easily pick off guards but this path also offers less cover.