
Shadow Ridge Bay
Third Person Open - End Linear
Inspired by Cyberpunk 2077
Introduction
Story
In this level, you take on the role of an elite operative working for a classified organization tasked with dismantling a powerful syndicate that steals and manipulates memories. Your objective is to uncover the truth behind the shadowy figures orchestrating this operation, eliminate their VIP and escape with the intel.
Breakdown
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Time: 16 Weeks (Part Time)
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Unreal Engine 5
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Level Design
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Blockout/Whitebox
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Storytelling
Images
Overview
2-D MAP

Level Flowchart



Tutorial
Acquiring Weapon
Clear Cargo Stack



Destroying Wall
Clear Container Yard
Lowering Bridge



Raiding Warehouse
Enemy Ambush
Escape the Dock
Design Techniques
Cover
Cover is strategically placed using elements like boxes, Forklifts, trucks and containers. These forms of protection are placed in a way where the player can progress forward without the fear of them being severely punished.


Foreshadowing
The level is designed so when the player exits the building on the docks, their attention is naturally drawn to the raised bridge in the distance.
This encourages the player to consider how they might eventually lower the bridge.
Enemy Placement
I positioned enemies throughout the level in locations that allow me to control the intensity of encounters, creating varying levels of tension that match the intended location.
This placement ensures that pacing feels dynamic, keeping the player engaged.

Gameplay
TUTORIAL
Crouch
My goal for this area was to introduce the crouch mechanic in a way that felt natural for the player. To achieve this, I placed a large pipe hanging from the ceiling in the sewer hallway. This naturally causes the player to crouch to pass through.


Jumping
In this section, I wanted the player to learn the jump mechanic through natural gameplay. A broken bridge spans the area, creating a gap. The only way forward is to leap across, subtly guiding the player to make their first jump.

Walkthrough
Dock
The Dock was designed with to be the start and end point to the mission. It serves as the area where the player first obtains a weapon at the start.
At the end of the mission the player will have to backtrack through the level and use the boat at the end of the Dock to escape the ambush.


Cargo Stacks
The Cargo Stacks marks the first encounter where the player engages enemy combatants. Cover is placed strategically, encouraging the player to advance while eliminating threats.
This area also contains a key objective, where the player obtains the first segment of the code required to lower the bridge and progress further in the level

Container Yard
The container yard serves as a low tension, combat zone that offers verticality and little enemy engagement. This allows the player to regroup after the engagement at Cargo Stacks.
This area is where the player obtains the second segement of the code required to lower the bridge.

Storage
Designed to slowly raise the tension for the player before they make their assault into the warehouse.
This area is located right after you lower the bridge and it gives the player the freedom to choose if they want to attack the warehouse from the front or the back.

Warehouse
Warehouse serves as a high tension combat zone with both close quarters and long range gameplay options this area offers multiple approaches.
This area has two VIP's and a plethora of enemies guarding them, that the player must eliminate before progressing forward.

Supply Gate
Supply Gate serves as a pivotal point in the mission, where the player is tasked with making their escape while carrying the enemy intel they have secured.
Their plan is abruptly interrupted by a sudden ambush, forcing them to adapt on the fly and search for an alternate escape route through the docks.
Pre-Production and Reflection
References
For this map I used references from only about three main sources. I used references from the real life shipyard shown to the right along with Manifest a map from Battlefield 2042 and Shipment a map from Call of Duty. I wanted to incorporate key features like using the shipping containers and wooden crates for cover but also using them to guide the player.

Reflection
At the time, this project was the first level I had created with a small studio, and also the first where I received weekly feedback that guided adjustments and improvements. I spent roughly eight weeks developing the initial blockout, then returned a few weeks later to add features and refine areas that needed extra attention. It took me around 4-5 months while working on and off when I was available!
Goal – Design a level that introduced players to the game’s mechanics while showcasing the style and setting of future missions. The level was intentionally built for a quick completion time, serving as both a tutorial and an engaging introduction to the game world. Unfortunately the studio shut down so it never got to see the light of day.