THE MISSION

In this project, I set out to create a 1st person action/stealth adventure inspired by Dishonored, set in an Italian setting, therefore, names Isola (Island). The focus was to create a white box experience focusing on branching paths and assassinations. The project mainly includes level design. The goal was to deliver a stealth experience where the player stays in control throughout the level.

PROJECT DETAILS

  • Developed over 9 weeks half time

  • Engine: Unreal Engine 4

  • Level Design

  • Whitebox

  • Epic Marketplace Assets Used: Advanced Locomotion System, First Person Melee

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THE PLAGUE SHIP

The town is based on an island so it makes sense to get rid of the corpses somehow that's why the plague ship exists, it arrives at the port to ship away the large amounts of coffins.

This was a way to further build on the lockdown since the largest amount of coffins are placed near the docks since they are being moved down towards the ship.

It was extra modelling but I believe this adds to the level had its impact, especially on the plague situation.

REFERENCE GATHERING

I began my production by gathering inspirational images of both environments and settings that could help my creativity. At this point, anything that could further develop my vision was used as reference material.

 

My reference library was largely filled with images of the southern islands of Italy, tropical islands, dystopic environments and old forgotten forts.

 

PureRef Moodboard

THE MISSION

In this project, I set out to create a 1st person action/stealth adventure inspired by Dishonored, set in an Italian setting, therefore, names Isola (Island). The focus was to create a white box experience focusing on branching paths and assassinations. The project mainly includes level design. The goal was to deliver a stealth experience where the player stays in control throughout the level.

PROJECT DETAILS

  • Developed over 9 weeks half time

  • Engine: Unreal Engine 4

  • Level Design

  • Whitebox

  • Epic Marketplace Assets Used: Advanced Locomotion System, First Person Melee

REFLECTIONS

I have learned a lot during this project, creating a whitebox with stealth gameplay and utilization of the surrounding objects and environment was unfamiliar to me and very fun to explore. However, it was difficult to design the combat encounters and areas when constantly trying to think of fun ways to use your surroundings and place enemies, sometimes patrolling, accordingly. With that said, if I were to spend more time on this project I would revisit some of the combat encounters and refine them. Another thing I would improve given more time is to add more verticality to the different levels of the encampment, as of now it feels more like a plateau.