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Shadow Ridge Bay

Third Person/FPS Open - End Linear
Designed by Hunter McCormick
Professional level design project created for the indie studio Reboot Interactive. 

Gameplay

Gameplay Clip
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.

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
  • Time: 16 Weeks (Part Time)
  • Unreal Engine 5
  • Level Design​
  • Blockout/Whitebox
  • ​Storytelling

Images

Overview

2-D MAP
Shadow Ridge Bay 2D Map.png

Level Flowchart

Tutorial.jpg
Acquiring Weapon.jpg
Clear Cargo Yard.jpg
Tutorial
Acquiring Weapon
Clear Cargo Stack
Destroy Wall.jpg
Clear Container Yard.jpg
Lower Bridge.jpg
Destroying Wall
Clear Container Yard
Lowering Bridge
Clear Warehouse.jpg
Ambush.jpg
Escape Dock.jpg
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.

 

Walkthrough

Dock
The Dock was designed as both the start and end point of the mission, introducing the player to their first weapon and later serving as the escape route after backtracking through the level.
Dock Move.gif
Cargo Stacks Move.gif
Cargo Stacks

The Cargo Stacks introduce the player’s first combat encounter, with cover placed to encourage forward movement while engaging enemies. This area also contains a key objective, where the player obtains the first code segment needed to lower the bridge and progress.

Container Yard Move.gif
Container Yard
The Container Yard serves as a low-tension combat space with verticality and limited enemy presence, giving the player time to regroup after the Cargo Stacks encounter. This area also contains the second code segment required to lower the bridge.
Storage Move.gif
Storage
This area is designed to gradually raise tension after lowering the bridge, giving the player space to prepare before assaulting the warehouse and the freedom to choose a front or rear approach.
Warehouse Move.gif
Warehouse
The Warehouse serves as a high-tension combat space combining close-quarters and long-range engagements, with multiple viable approaches. The area contains two VIP targets guarded by a convoy of enemies that must be eliminated to progress.
Supply Gate Move.gif
Supply Gate
The Supply Gate acts as a pivotal escape point, where the player attempts to leave with secured enemy intel before a sudden ambush forces them to adapt and find an alternate 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.
Reference.png
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! I was tasked to use an asset pack for most of the blockout.
 

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.

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