Level Designer

Stealth Ops

A Third Person Stealth Experience

Introduction

In this level, I aimed to created a third person stealth experience set in a avatar like inspired world. Where colonizers have invaded and the player is fighting back agains the invasion

The goal for the player is to infiltrate the military compund and retrive a powerful artefakt whilst safely escaping. The intention behind the level was to challange myself in creating an intresting and immersive stealth gameplay while refining my level design fundementals

Project Details

  • Developed over 4 weeks time
  • Engine: Unreal Engine 5
  • Blender
  • Level Design
  • Infiltration/Stealth Design
  • Jakub.W

Overview

Level Walkthrough

1. Intro

2. Compound Entrance

3. Stealth Encounter

4. Second Floor

5. Goal

6. Escape

Development

Pre-Production

For this project, I wanted to return to the fundamentals that first drew me to level design, such as composition, navigation, lighting, and core design principles. This inspired me to create a stealth level, as these elements fit well within that type of experience. The goal was to build a well-structured level that offers a slight challenge, remains easy to navigate, and still gives players smaller choices.

ACT 1

Iteration Process

I realized that my inital vision wouldn’t be worth pursuing and most likey result in a lower quality level. It was a less exciting descion, but necessary. After deciding to iterate on the initial vision, it became much clearer which elements I wanted to build the level around: movement, gameplay and player pathing. I aimed to maintain a consistent steatlh experiencewhile gradually increasing combat intensity, creating a sense of tension and release toward the end of the level

I wanted to give the player a good amount of preparation before they headed too far into the level. The vista at the beggining, which provides and overview of the level and the longterm goal. The second is the watchtower on the left right after the player enters the compound. Its position was decided with the intetion of supporting the player navigation aswell as giving the player a safe space before engaing the enemies. The first floor has more spread out enemies to give room for longer stealth gameplay and to give the player a balanced advantage. 

Retain Gameplay Style & Elevate Tempo

ACT 2

As the player approaches the second floor, I wanted to slightly increase the pace, requiring them to engage and eliminate more NPCs while still maintaining stealth to survive. This also became a balancing challenge, as earlier iterations of the second floor were much larger and didn’t support this vision, taking up unnecessary space. By scaling it down, I could focus more clearly on the intended pacing and more precisely place enemies and player refuges

As mention earlier, tension and release was a key factor in this level. How the intervals between them became tighter the closer to the end the player came. The second floor is the final section where this is applied. Since its short and compact spaceing, the feedback i got was that the experience was just as intended. By limiting player choice, I could guide the player directyl and encourage specific decision to progress. However, even with few choices, I still placed full and mid cover ad key points such as T-junctions early on to maintain a sense of control and allow for planning before movig forward

Retrive & The Escape

ACT 3

In the final room, I wanted to give the player a clear sense of reward after a long stretch of stealth gameplay, where they’ve had to carefully plan, wait, and eliminate NPCs while staying unseen. The space is relatively large, with the gem centrally framed to make the objective clear. The platform holding the gem also leads directly to the escape route.

As the player leaves the compound, they return to a similar natural, forested environment as in the beginning, ending at a boat that takes them to safety and concludes the level. I deliberately chose not to include any NPCs here and kept the space open with easy access to the exit to enhance the player’s sense of relief and reward.

Problems

After extensive playtesting, I learned that the over all amount of enemies was to high, which increased the difficulty. It was also pointed out that the golden path was not well highlighted, making navigation less intuitive. Since i established a strong workflow early on made it possible for me to reach a playable state quickly. In addition to the feedback, I was then able to iterate with an clearer and more focused direction for improving the level’s quality.

Solutions

For the enemies, I first reviewed the enitre level and significantly reduced the amount, then reworked their placement and path. This helped balance the difficulty and encouraged stealth movement to create more moment to moment based interactions and letting the player procced without excessive fear.

To improve navigation, different design methods was applied such as repeated light sources to create a sense of structured movement to maintain a steady flow through composition. Additional lights were also placed to highlight key focal points and leadning lines inorder to draw the players attention toward the intended path

Reflections

This project has been both enlightening and challenging. It helped me develop a stronger understanding of level design fundamentals, while also pushing me to be more decisive in the choices made during development.

I set out to create a structured stealth level that offers a slight challenge and gradually intensifies while maintaining its core gameplay. I believe I achieved this by refining key fundamentals such as composition, navigation, and lighting, and by realizing how much can be accomplished with a solid understanding of them.

With more time, I would improve the visual quality to better immerse the player and make the setting clearer. I would also consider slightly expanding the level by adding specific events, such as an alarm sequence or a backtracking section with more combat, to further develop the combat design

Ahab.ibrahim@hotmail.com

I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on 27th of April, at the earliest.