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Middle Eastern Town

2 Weeks Project
Sep 2021

GENRE

Open World, Singleplayer, Third Person, Adventure

GAME ENGINE

Unreal 4

MY RESPONSIBILITIES

  • Designed the level and made the top-down view 2D map.

  • Scripted for the gameplay

  • Built a playable level in Unreal

Design Goal
  • Designed special buildings (focal points) to help the player to develop their own mental map for the open world.

  • Used landmarks to attract the player's eyesight in order to help them find the next destination.

  • Created multiple entrances considering the player can enter this area from different directions of the world

Resource
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I found some middle eastern buildings and terrain pictures as references. They are my creative inspiration. 

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Description

The level is designed for a third-person, adventure game. And it is a part of an open-world map. The story is about an agent's mission. The player is an agent who goes to the town to steal the classified document and destroy the enemy's fortified point. The classified document was stored in the military base, which is an optional quest. The temple is the enemy's fortified point. The player needs to destroy it. 

Each area has a focal point which usually is a special building on the level, I always think about connectivity for each area. I wish every area can Influence each other. I do not want to have any alone area on the map. 

Features

Building Colors

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Buildings have different colors in each area. They can obviously divide areas. Each area has respective styles and features

Landmarks

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Landmarks can guide the player in the correct direction. They are good navigation for the player.

Entrances

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There are two entry points on the map. Because the level is designed for open-world. I have to consider the player coming from any path. They still can see the entrances of the town.  

Level Flow Breakdown Pt.1
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Starting on Entry Point 1, the player can clearly see the target building. Also, West Gate was fell down on the ground. The player can feel the town already got damaged. The opening gate may attract the player through it. 

On the left side, there is an enemy's supply depot. I use the terrain to hide this area. I wish when the player goes forward to see it gradually. The player can feel exploratory surprise. 

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At this point, the player has to make a choice. They can enter the town or go left to the enemy's supply depot. There is an award in the supply depot when the player clears this area.

When the player enters the town. They can see there are some decorations on the top. 

I try to let the player feel this is another space. I wish the town and out of the town have distinction.

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Level Flow Breakdown Pt.2
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At the intersection, The player can see the enemy's tower in the military base. The tower is the focal point. I wish it can guide the player to the side quest. Also, the player can see the temple that is the primary target. 

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There is a watchpoint on the bar roof. This is a good place to snipe the enemies in the military base. 

The bar is a good place to hide the enemies. Because the military base is across the street.

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The grocery store has some resources. The player can gather useful resources there. 

Level Flow Breakdown Pt.3
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The fountain is a focal point in this area. The focal point can be navigation and nodes to connect to other area. 

At the corner, all building shapes direct the player to the mission position. 

Level Flow Breakdown Pt.4
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Back to Entry Point 1, the player decides to go Relic. The enemies use Relic to build their supply depot. This place will produce a skirmish. 

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The player can see the village and another entrance of the town at the intersection. I am always thinking about how to lead the player. 

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The Collectible is hid behind the houses. I want to give some challenge to players. 

Level Flow Breakdown Pt.5
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If the player comes from Entry Point 2, they will see the North Gate was closed. There is a fall of the wall. The player can go through it into the town. I want to express, the town was damaged by the enemy before. 

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In the apartment area, the buildings point to our target building. They guide the player in the correct direction. 

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The stairs can tell the player where the exit is. The player can be smoothly back the prime street. 

Level Flow Breakdown Pt.6
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After stealing the classified document, one wave of enemies are coming to siege the player. 

The player can use the advantage of tower to resist the enemies. After the player cleared all enemies. The side quest is completed. 

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The military base includes a side quest. Firstly, the player should clear the enemies of the base. Next, the player needs to look for the classified document. The document is in the tower. 

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There is a mini-park near the military base. I use the balusters to sever with other areas. 

Level Flow Breakdown Pt.6
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The tree branches indicate the target building. I use the branches to create the focal point for the player. 

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The player needs to clear this area's enemy. When the player gets into the temple, the mission is complete. 

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