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Tunnel Clean-Up

This side project was made as part of an assignment for my Game Level Design subject. For this assignment, each of us was given our own unique combination of three themes along with a time period, location, and event.

My arrangement was:

  • Themes: Cardinal Virtues, Counter-Terrorism, and Passion

  • Time Period: Contemporary

  • Location: Cave

  • Event: Concert

From this arrangement, I came up with this side project: creating a prototype for one full level.

Game Summary

Counter-Terrorism specialist named "Ethan" having his off duty, attended to a concert that happened to be in an abandoned tunnel but secretly rigged with a bomb threat by terrorists. The goal is Ethan (Player) must neutralize the enemies, and disarm the bomb before time runs out.

Level Name: The Abandoned Tunnel

Design Intention: The goal is to give players the experience of a tactical shooter in a third-person perspective. Another intention is for players to strategize before proceeding through the level. The level also will be full of environmental storytelling.

Summary of the Level

The level setting is in a tunnel and underground tunnel and there is a concert happening in the tunnel, the underground tunnel is full of dark place that makes player hard to navigate and full of enemies hiding. The map has been reinforced and secured by the terrorist with a bomb planted that need to be defuse and few hostages’ situation which is musician and VIP.

Game Mechanics

Third Person Perspective Combat

Players can aim and shoot with third person perspective

Design Goal: Inspired by Tom Clancy's Ghost Recon Wildlands, to give a feeling of "tactical".

Flashlight

Players have a flashlight to help them navigate throughout the abandoned tunnel.

Design Goal: As players progress through the map, the environment gets darker. Narratively, since the character is off duty, he is only able to acquire a normal flashlight.

Tactical Equipment

Tactical equipment helps players throughout the gameplay:

  • Flashbang: Blinds enemies

  • Frag Grenade: Explodes a few seconds after being thrown

  • Impact Grenade: Explodes on impact

  • Breach Charge: Players place it on a surface and detonate it, usually used on destroyable weak walls

Design Goal: To deliver the authentic feel of a tactical shooter.

Destructible Objects

Some of the walls can be destroyed by explosions (Frag Grenade, Impact Grenade, Breach Charge).

Design Goal: Give players a sense of agency, an element of surprise, and the feeling of a tactical shooter.

Bomb Room (Weenie/Landmark)

Bomb room is count as weenie in the level because the room is in the middle of the map, easy for player to navigate throughout the map if they see a bomb.

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