H i t m a n

Level Design

In this project, my aim was to craft a captivating and immersive stealth gameplay experience from a third-person perspective, set in the environment of a mafia-operated manufacturing facility. The decision to choose this specific environment was motivated by the desire to infuse the level with a unique blend of criminal intrigue, strategic challenges, and a decaying atmosphere. The primary focus extended beyond mere level construction to the meticulous development of a greybox version, emphasizing player agency as a paramount element. This involved creating an intricate web of interconnected pathways, hidden corners, and interactive elements that empower players to shape their experience. By fostering a dynamic and player-driven environment, the greybox version provided a canvas for diverse approaches, encouraging tactical decision-making and fostering a sense of adaptability. Additionally, the incorporation of a mafia-operated theme allowed for narrative nuances, offering players glimpses into the illicit world of organized crime, further enriching the overall gaming experience.

Tools: Unreal Engine 5, Maya, Photoshop

MISSION BRIEFING

Agent 47,

Your assignment directs you to a covert Mafia manufacturing facility situated in Russia. The target is V. Petrov, the influential head of this illicit operation. Petrov has been exploiting the facility to produce counterfeit currency, contributing to a surge in criminal activities and economic instability within the region.

Our client, a covert government agency, has deemed it crucial to eliminate Petrov and dismantle this criminal manufacturing hub.

You will be infiltrating under the cover of night, presenting a heightened security scenario. The facility will be heavily guarded, and Petrov will be at the center of attention.

Mission Status: ACTIVE.

Best of luck, 47.

Level References


The decision to focus on a mafia abandoned facility for this project was driven by several strategic considerations. Firstly, the abandoned nature of the facility introduces an inherent layer of mystery and decay, setting a compelling stage for players to explore.

This choice allows me to showcase my proficiency in creating atmospheric and immersive environments, as the decaying structures and forgotten spaces offer unique challenges and opportunities for dynamic gameplay. Secondly, the mafia backdrop adds an element of intrigue, bringing a narrative depth to the level. It allows for the incorporation of clandestine elements, such as hidden passages, secret compartments, and remnants of criminal activity, contributing to a rich and layered gaming experience.

Lastly, the abandoned mafia facility setting provides ample opportunities for creative level design, presenting players with a variety of paths, puzzles, and challenges as they navigate through the remnants of a once-thriving criminal operation. Overall, this choice serves as a testament to my ability to merge thematic storytelling with engaging gameplay in a visually compelling environment.


LAYOUT:

  • FACTORY is a medium-sized map.

  • Set in a remote location in Russia, with a mafia twist.

  • Integrated with the Hitman campaign and franchise lore.

  • 2-story building connected by stairs, corridors and vents.

  • Large line of sight range granted by room size.

  • Unique floors feature specific rooms that make the architectural structure of the entire map believable, creating memorable gameplay moments.

ART:

  • Grey, cold, eerie fog, stale air, static water, dirt, dark and dust are among the keywords for the environmental art bible.

  • Features open areas both indoors and outdoors and snowing vfx.

RISKS:

  • TECHNICAL - Given the large amount of dynamic lights and atmospheric vfx, some results may not be reachable.

  • THEME - Needs to focus on the oppressive, suffocating thick concrete walls to convey a claustrophobic feeling.


OVERVIEW

OPERATION: STEEL VEIL

THEME LOCATION: Russia (Moscow), Fictional Location

OBJECTIVE: Infiltrate and dismantle the illicit operations of the Russian Mafia within their heavily fortified manufacturing facility.

BACKGROUND:

The Russian Mafia has established a covert manufacturing hub in a remote location, camouflaging it as an abandoned industrial plant. Our intel indicates that they are engaging in illicit activities, including weapons production and counterfeit operations. Your target is Vladimir Petrov, the notorious Mafia leader overseeing this facility.

ENVIRONMENT:

The manufacturing facility features a blend of traditional industrial architecture and modern security measures. The layout is designed for both production efficiency and defense, with interconnected rooms serving various purposes, from production floors to control centers.

PURPOSE:

This mission is tailored for a single-player experience, emphasizing a multi-path level design to enhance replayability. The dynamic gameplay and technical capabilities showcased serve to immerse players in a compelling and engaging narrative.

MAP CHARACTERISTICS:

INTENTIONS: Portrays an industrial layout within an ostensibly abandoned factory, now a hub for criminal manufacturing, corruption, and Russian Mafia operations.

  • COMPETITIVE PLAY: Balances competitive gameplay with environmental storytelling, maintaining overall layout integrity.

  • ROOM DESIGN: Utilizes regular, mostly rectangular spaces for various functions (production areas, storage, control rooms).

  • SECURITY: Reflects a heavily guarded atmosphere, showcasing interconnected production and security spaces.

  • TACTICAL OPTIONS: Showcases every tactical option unlocked in the game's campaign.

  • SIZE & VERTICALITY: Small to Medium-sized interior, with a mix of floor layouts and moderate vertical elements.

  • PLAYER SKILL: Aimed at both beginners and average players, providing challenges for varied skill levels.

    INTERIOR SIZE: Medium

    ROOM COUNT: 19 (Across all floors)

    INTERIOR / EXTERIOR RATIO: 90% Interior

    VERTICALITY USE: Medium

    PLAYER SKILL: Beginner / Average

KEY GAMEPLAY FEATURES:

  • STEALTH CHALLENGES: Navigating through industrial corridors with a high risk of detection.

  • COVER BALANCE: Larger production areas provide long lines of sight, balanced by cover possibilities and hiding spots.

  • DISGUISES: Some rooms offer increased safety when in the appropriate disguise.

  • ACCESS POINTS: Each floor includes two staircases and a central control room, offering strategic vantage points.

  • EASY NAVIGATION: Clear building structure using modular and simple geometric shapes.

  • STEALTH APPROACH: Non-lethal options through windows, items, and utilizing the outskirts of the manufacturing complex.

  • INVESTIGATION & INFILTRATION: Possible from various angles around the main manufacturing facility.

OBJECTIVE SPREAD: Medium, encouraging exploration and multiple pathways to accomplish the mission.



Design Process

Game Mechanic References


To initiate my creative process, I gathered references for game mechanics, meticulously selecting images that vividly depicted elements I aspired to integrate seamlessly into my level design. These references served as a foundation for crafting a gameplay experience that drew inspiration from proven and successful mechanics in other games.

At the outset, I considered exploring mechanics reminiscent of a cover shooter to add an additional layer of complexity and strategic depth. However, upon reflection, I discerned that this approach didn't align cohesively with the core essence of a stealth-oriented game. Recognizing the importance of maintaining thematic consistency, I made the decisive choice to veer away from cover shooter mechanics, ensuring that every gameplay element would contribute to a cohesive and immersive stealth experience.

In the course of refining my vision, I opted for the incorporation of straightforward stealth mechanics, drawing inspiration from acclaimed titles such as Assassin's Creed, Hitman, and Batman. This choice not only aligned with the genre's established conventions but also allowed me to leverage player familiarity, ensuring an intuitive and accessible experience. The selected mechanics, including takedowns and the art of evading enemies, were chosen for their effectiveness in creating tension, promoting strategic thinking, and enhancing the overall immersion in the clandestine world I aimed to construct within my level design.

AI Patrol Pathing

Core Pillars

Pillar #1 Sneaking

First Pass Greybox

Second Pass Greybox

During the stealth state, the player remains invisible to enemies, aiming to sustain this covert status. The game environment can be split up into safe and hazardous zones. In safe zones, the player is completely concealed, rendering them immune to detection.

Examples of such include high grass in Horizon Zero Dawn, a haystack in Assassin’s Creed, or a crate in Hitman. Conversely, danger zones pose the risk of exposure, particularly when the player enters a guard's field of vision. Typically, the prevalence of numerous danger zones contributes to maintaining a balanced difficulty level within the game, requiring strategic navigation and decision-making by the player.

Initial FloorPlans

These are the preliminary floorplan concepts I sketched for the level's initial design. As the level underwent iterative development, numerous changes were made from the initial floorplan. However, the fundamental concept for each area remained consistent throughout the creation process. I wanted to ensure that players were guided through the start of the level in a linear fashion, however the deeper they proceeded, the levels multi-path design would start to appear.

Within my sketchbook, I not only depicted the floorplan layouts but also mapped out the player flow and pacing of the level. I outlined the sequence of events and interactions on each floor, providing a comprehensive overview of the gameplay progression. This organizational planning serves as a blueprint for the timing and placement of key elements within the level when transitioning to Unreal Engine for implementation.

The initial stage, typically the starting point of gameplay, unfolds in a stealth state where the player operates undetected, navigating through the level without alerting enemies. The primary objective during this phase is to progress and complete objectives without being noticed.

Upon detection, the player transitions into the second state, involving elements of escape and/or combat. Once the guards become aware of the player's presence, they actively pursue or engage in combat to thwart the player's progress. In response, the player must either escape the immediate threat or engage in combat to neutralize adversaries. Successfully doing so returns the gameplay to a stealth state, where the player aims to regain the element of surprise. The illustrated model is a simplified representation, capturing the fundamental dynamics of stealth.

It's crucial to note that there can be various sub-states between stealth and escape, tailoring the gaming experience to specific nuances.

I documented the core pillars for my level, adopting a technique inspired by a Hitman Level Design panel at GDC. Drawing from their approach, which emphasized the importance of core pillars as guiding principles, I integrated this methodology into my own design process. These core pillars serve as the central principles around which every aspect of the level revolves. This technique not only provides a structured framework but also ensures a cohesive and purposeful design, allowing me to maintain a clear focus on key elements throughout the development process.


Assassination

Players are able to sneak up to an enemy, and from behind assassinate them. This is a fundamental mechanic used in this project, as players do not make any noise or alert other enemies during execution.

Map Brief: Factory


Pitch summary



gAMEPLAY lOOP

The blue circle symbolizes the enemy, while the cone of vision is the area the player is detected after entering.

Pillar #2 Fight/Flight

The stealth loop diagram depicted above illustrates that upon detection, the player transitions into either an escape or combat state, triggering guards to become cognizant of the player's presence and initiate a search or open fire.

However, the intricacies of this process are more nuanced. In designing a stealth game, a crucial decision revolves around determining when complete detection should occur. One option is to initiate the escape/combat state as soon as the player enters the sight or hearing range of a guard. Nevertheless, this approach may be perceived as unfair. As emphasized in our text on feedback in games, players should have the opportunity to avoid punishment, such as total detection, by taking timely actions.

To address this, a common solution involves the alerted guard entering a state of suspicion. During this phase, the guard cautiously approaches the player, accompanied by a warning marker above their head—ideally in yellow, as it intuitively signifies a warning. As the marker fills up, if the player fails to escape the danger zone, the game progresses to the escape mode.

Once detected and in the escape state, the commonly employed, yet not ideal, solution involves triggering an open fire state akin to Uncharted. In this scenario, upon detection, the player is immediately attacked by all enemies in the vicinity, with precise awareness of the player's location, even by those who wouldn't logically discern it. This approach is deemed less favorable, prompting consideration of more logical and player-centric alternatives when choosing to alert all enemies in the area upon detection.

For this project, I've gone beyond conventional gameplay elements by introducing an array of advanced mechanics. Alongside fundamental actions like walking, jumping, running, and crouching, I've incorporated an assassination system, x-ray vision, camera switching, and the ability to grab and release defeated enemies. Furthermore, players can strategically employ the art of whistling to lure unsuspecting enemies, adding a layer of subterfuge to the stealth experience. Additionally, the interactive nature of the environment extends to manipulating lights and engaging with various objects within the level. To enhance the narrative depth, players can discover and collect items such as voice recordings, contributing to a more immersive and engaging gameplay experience.

Camera Switching

Players can switch between a right/left player focused camera. This provides users with more visibility options when walking around tight corners, through corridors, etc, enhancing their gameplay experience.

X-Ray Vision

Players can toggle their x-ray vision to locate enemies they may not be otherwise aware of, helping them plan their route through the level, and opening options for players to avoid/interact with objects in the level.

Grab & Release

Players can choose to interact with fallen enemies, moving them to positions that active enemies would not see, storing dead enemies in storage boxes, or flinging them off a high platform for fun.


AI characters move realistically through the environment, traversing flat and angled terrain while following patrol routes. Their awareness system is designed to detect player movements within a vision cone and hearing radius. If spotted, the AI responds with investigative actions. Notably, when the player whistles, the AI cannot hear through walls, introducing a strategic element to the gameplay. This straightforward design adds a layer of challenge to the gameplay, requiring players to navigate carefully to avoid detection. On the bottom left of the screen, players have an awareness bar. If enemies spot the player, the awareness bar fills up, and when it reaches full capacity, enemies will fully target the player. However, if the player manages to elude the enemies and remain out of sight, the awareness bar gradually depletes. Once it hits zero, enemies revert back to their patrol or idle states.

AI Player Awareness

The black circle symbolizes the sound source, and the surrounding lines symbolize the propagating sound waves. Enemy 1 can hear the sound, while enemy 2, standing behind the obstacle, cannot.


In crafting the level blockout for this project, I began by establishing a foundational layout, delineating pathways, and strategically placing obstacles to shape the overall flow of the gameplay. Implementing pathfinding elements, I ensured that the player and AI characters could navigate the environment realistically. The placement of obstacles was thoughtfully considered to create both strategic cover points and potential challenges for the player. Additionally, I started to strategically position enemies throughout the level, taking into account patrol routes and potential points of confrontation for the player. Throughout this early stage, I also started to think of placement for narrative driven moments you’d encounter and how they would tie in to the overall player experience. This meticulous process of integrating pathing, obstacles, and enemy placement was instrumental in building a cohesive and engaging gaming experience within the initial stage of level development.

During the second pass of the blockout phase, I refined and enhanced the level design by implementing color-coded elements to distinguish interactable items from environmental structures. This involved assigning specific hues to different categories, such as walls and placeable props like obstacles. By doing so, I aimed to provide a clearer visual representation of the game world, aiding both players and developers in identifying key elements during the level creation process.

Furthermore, I focused on fine-tuning enemy placements, ensuring a balance between challenging encounters and strategic positioning. This involved adjusting patrol routes, considering potential points of player confrontation, and refining the placement of narrative-driven moments to seamlessly integrate with the overall gameplay experience. The goal was to create a dynamic and immersive environment that not only offered engaging challenges but also contributed to the narrative progression.

In addition to color coding and enemy placement, I expanded the pathways available to players, offering more options for navigation during gameplay. This involved creating alternative routes and optimizing existing ones to enhance player freedom and decision-making. By providing diverse paths, I aimed to cater to different playstyles and encourage exploration within the game world.


Pre-Production

Player Actions

AI Behaviour

Blockout Process

Level Flow Overview

level start

Opening Cinematic

Safe Area Planning Phase

Exploration & Assasination Phase

Target Eliminated

Escape Phase

Exit reached

Closing Cinematic


Gameplay Trailer


closing notes

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