The Experiment
FPS Level
Level Description
The Experiment follows an escaped test subject as they ravage their way through a laboratory and make their escape through the roof.
Design Goals
With “The Experiment,” I aimed to create a brief, but action-packed, FPS experience that focused on player progression, enemy placement, and resource management. Players will be able to navigate this level as well as pick up on the mood and setting through lighting, set dressing, and architecture.
communicating Ideas
The player character progresses not only by navigating the level but also by expanding their arsenal. As the level goes on, the player acquires increasingly powerful weapons. This gives players a sense of improvement as they are able to dispatch large groups of enemies more easily.
Development
Preproduction
Design Sketches
During the conceptualization period I took into consideration the look and feel of real-life laboratories when designing my level. I had an idea of an enviornment that felt both sterile and frightening. Science labs often hav bright white interiors that I knew I wanted to capture in my level. Additionally the exteriors utilize a lot of square and rectangular shapes in their architecture which I knew would be straight forward to replicate using the tools of Unreal Engine. With all these elements put together I would have a simple, sterile enviornment with bright and abrasive lighting that makes the area uncomfortable to be in.
Early Visual Itterations
Reference Images
Parti Thumbnails
First digital layout map of the level showing enemy encounters, pickups, and progression.
While the overall structure remains the same, early iterations of the level did not include elements such as the bounce pad section at the end; this was a later addition brought on by feedback and playtests.
First level sandbox based off of digital map.
The sandbox provided an idea of the overall look of the level and the space I would be working within. The overall design would have slight tweaks and changes overtime.
Early iteration of starting room.
At the time, I had the structure, weapon placement, and enemy spawns planned out but needed to continue developing architecture, textures, and lighting.
Level Exterior
Once further Ideas for the final section of the level were developed I was able to expand on the exterior design to create a more conclusive final sequence
MAJOR GAMEPLAY BEATS
In the second sequence you are ambushed by two more guards in the hallway following the opening room. With limited weaponry and ammo the player is likely to take damage during this sequence. As such can stop by a room at the end of the hallway to replenish your health. This introduces players to pick-ups as a resource.
Players enter on to the roof of the building where they are given a power up to allow them to clear out the enemies easily. After clearing out the enemies they can pick up a grenade launcher from a nearby box. While utilizing the launcher players will step on to a bounce pad that launches them into the sky, at which point the can fire down into enemies below, clearing out the area. After landing. players make their way over to the Helicopter, completing the level.
In the opening scene, the player breaks out of their containment and can see a weapon sitting on a nearby box. Going to pick up the gun triggers a combat encounters with a guard, allowing the player to get used to the gun-play with little chance of death.
Here we have a two part combat encounter. The first enemies that spawn are two snipers that sit on perch points on either corner of the room. Players must utilize cover and clever angles to take both of them out or else they will take heavy damage. After defeating the snipers, more enemies flood the room. Players can utilize the snipers weapons as well as the health packs in the side rooms to clear out this section. At the back of the room is a red bounce pad, which allows players to progress.
Postmortem
In the beginning of the level design process I created three pillars as the foundation of my level: Motivation, combat, and exploration. I aimed to build upon these foundations through research and inspiration in order to find the direction I wanted to take. I created this game with titles like Portal, Half Life, and SCP containment breach in mind. Their mix of sterile SCI-FI environments with traditional video game tropes and mechanics inspired me all throughout my design process. It is evident in my work that I take inspiration from these games in how players move through levels, the environments they inhabit, and the progression they achieve.
In the future as I continue to develop this project, and others like it, I hope to expand on the foundational pillars I laid out by providing greater exploration and narrative intrigue.