Third Person Stealth Level
Inspired by Tomb Raider and Ghost Recon
Information
Solo project
Engine: Unreal Engine 5
Introduction
You want to find the base of a military group that is trying to find an ancient artifact in the cold snowy mountains.
When you find the base, the goal is to take them down and then shut down the power.
Summary:
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Solo Project
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Focus on designing Stealth Combat and Climbing
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Encounters with AI placements and AI patrols
Level Layout

Combat Area

Start Area

Climb Area


Zip-line Area

Research
To start my project, I conducted research and planning to determine the ideal layout for my level. I explored various environments to gather inspiration for the layout and theme.
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Next, I gathered a few pictures as references. I was particularly drawn to snowy mountains, train stations, and shipment yards.

Level Design Breakdown


Framing
Framing is using the elements of a level to create a frame that will present something to the player.
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The idea is to create a strong visual composition to convey some information to the player and draw their attention to it.
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These frames were placed to provide a hint to the player about where they should go as a point of interest, as well as to foreshadow any future events that may occur in the game.
Onboarding
The Onboarding goes through almost the entire level. However, it is assumed that the player has some prior knowledge of the genre, so the starting area is not too easy. For example, the jump to the crane might be difficult for some players.
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At the beginning of the game, the player is introduced to the jumping and climbing mechanics through a series of small climbs and ducks, followed by more advanced moves such as sprint jumping to a handhold to climb.
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This also is followed by mechanics that involve combat, which are preceded by learning how to sneak around enemies without being detected. However, players must be cautious of enemies who are watching their mate, as they can catch the player if they take an enemy out.

Onboarding Climb and Jump mechanics.
Because of the small level, I wanted to give the player a challenge earlier than most games do.

Stealth
Stealth played a significant role in the level, and I wanted to make it more challenging than just taking down waiting enemies.
My focus was to make the player more cautious because if they take down one enemy, another could catch it and alert the others. I also aimed to provide the player with multiple choices that lead to the same place, but at the same time, they should be careful while making those choices.
Combat
The combat in this level is designed to favor stealth. This means that the enemies should not fire at the player, as it would reveal the player's location. To make the gameplay more engaging, I have placed enemies in positions where they are looking at other enemies. This forces the player to plan out their approach and take down enemies strategically. The player cannot simply charge in like Rambo.

Flow of the map

To ensure that the map's flow is good, it should be engaging and present challenges that are suitable for the player's skill level. The challenges should not be too easy or too hard.
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Initially, the mechanics of climbing should be easy to grasp. Then, there should be a spike in challenge to make it more difficult. For instance, a sprint jump can be placed, which the player needs to do to climb on a crane and progress further in the level. This spike may cause the player to feel anxious (measuring the flow). However, this is followed by a much calmer state, where the player can use what they have learned to move through the level more easily.
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The challanges should be increased as the players skills increases. So after learning a mechanic which is easy, it then gets more difficult as they progress.
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In the level where the player is introduced to combat, they learn that they can sneak up behind an enemy. However, they should also be cautious and check if another enemy is watching to avoid getting caught. This area serves as a tutorial, but the difficulty increases as the player progresses through the level.
Lights and Effects
I experimented with different lighting techniques in this level to challenge myself as a level artist. My goal was to create a mood and help the player navigate the environment.
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To achieve a nighttime atmosphere, I used skylights and stars. I also added a subtle fog effect to slightly reduce visibility.
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Spotlights were used to guide the player and provide information. They were a subtle way to indicate where to go or warn of nearby enemies.
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I created a snow effect using the Niagara system in Unreal, with the help of one of their templates. The snow adds to the atmosphere of the level, which is set in snowy mountains during nighttime.
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Additionally, I created a Night vision effect for the player to use when escaping the base. This was achieved by creating a material to use in a post-process volume, and then a blueprint to turn it on and off.
It also works as a real night vision which illumates a flashlight to make it visible with night vision activated.

Lights guiding the player where they could go

Snow Effect with using Niagara Emitter

Night vision with illumination



Level Art
I wanted to enhance the appearance of the level, so I worked on some level art and added props and materials to it. My aim was to make the level art consistent with the theme, which was snowy mountains and a military base.
I included various props that were suitable for a military base that was shipping containers and also trying to expand. However, the cold, windy, and snowy weather was making it difficult for them, so some of the materials and tools had fallen down or were destroyed.