Company: Private Project
Game: First Person Cover Shooter Game
Role: Level Design
Overview:
"The Trenches of Valor" is a level designed for a third-person action-adventure shooter with a high focus on cover possibility game set in the backdrop of World War I. The player starts in a claustrophobic bunker. The level is divided into four general arenas, each progressively leading to the final encounter in a small French village. The level focuses on shooting mechanics, combat, and player progression through enemy-infested trenches.
Level Setting:
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Setting: First World War
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Location: Trench warfare scenario, Fights in a logging camp in the Woods, Rescuing friendly officers in a French village
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Time of Day: Overcast, dawn breaking
Atmosphere: Grim, gory, sad, claustrophobic and intense
Inputs:
WASD: Move Character
V: Jump over
Gameplay:
Arena 1: The Claustrophobic Bunker (0-2 minutes)
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The player starts in a dimly lit, cramped bunker that was recently hit by a shell..
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First the player has to learn that they can crouch under obstacles to proceed to the next room.
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The player explores and discovers a small discussion room with an opening to the sky so the player gets a glimpse of the time of the day and to let a little natural light into the bunker.
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A narrow corridor leads to the knowledge that the player can jump over obstacles.
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The player exits the bunker, emerging into the trench system. A bright light shines on the player to disorient him and to make it hard for them to see what's going on. After a couple seconds the Player's eyes adjust to the brightness.
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Areas are added with no game play but to create Mise- En- Scene and areas to be creative for artists.
Arena 2: Trench Warfare (2-6 minutes)
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The player is now in the trench with high walls obstructing the sky.
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An NPC runs ahead, indicating the path to follow.
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Friendly NPCs (White) are seen running towards the frontline above on planks.
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The player encounters a small bunker; the door is blocked by debris, requiring crouching to enter.
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After the bunker a small area will appear with an open bunker and an Officer (Green) inside giving us the quest.
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The quest is to get to a small french village and rescue four officers being taken hostage by the enemy (Red).
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As the player proceeds, they encounter various enemies in the trenches in three smaller combat areas.
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The combat areas are different visually so the player can differentiate them.
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Areas are added with no game play but to create Mise- En- Scene and areas to be creative for artists.
Arena 3: The Logging Camp (8-11 minutes)
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After the last trench combat the player will get to a more forested looking area with wider areas and more possibilities to flank the enemy.
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The player will have time to get a small overview of the area, but this is limited by the obstacles.
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The enemies are not aware that the player is close and are loading a truck or getting some rest from the fights.
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After a specific time or after the player gets too close to the Enemies (Red) will start to get cover and to shoot at the player.
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The player can use different obstacles to get cover like trees, logs, shell crater, a car or a small abandoned house.
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This area will end with a guard post.
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Areas are added with no game play but to create Mise- En- Scene and areas to be creative for artists.
Arena 4: The French Village (11-15 minutes)
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This area is splitted in two smaller areas decided by a building with a tunnel.
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The village its very destroyed.
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The player reaches a small village with soldiers patrolling.
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It is possible to get a good overview of this area because of the higher elevated area that the player is in.
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This gives the possibility to plan and prepare for the combat.
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After a specific time or after the player gets too close to the Enemies will start to get cover and to shoot at the player.
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The player has multiple routes to take and many cover possibilities.
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After the first enemies are killed by the player a second group tries to stop the player from processing.
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Behind the tunnel the player gets to choose if he wants to go left or right but only the right way leads to the next area.
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The left street is blocked by debris.
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The last two enemies are trying to stop the player with force.
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Because the path is blocked by a burning car the player has to use a tunnel.
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Behind the car the player will be able to see the exit of the level, that would be a big gate.
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At the end of this area there are the officers that we had to rescue.
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Areas are added with no game play but to create Mise- En- Scene and areas to be creative for artists.
Level Design Elements:
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Obstacles/Covers:
Trenches, sandbags, crates, wooden logs, crater, cars and debris. -
Line of Sight:
Limited visibility in the trenches; high trench walls.
Good overview while in the forest.
Very good overview before entering the village. -
Choke Points:
Narrow trench sections and in the village at the end area. -
Enemy Spawns:
Enemies waiting for the player to arrive to spawn from hidden places and structures or waiting in idle that the player is close. -
Challenges:
Breaking free of the claustrophobic atmosphere
Limited ammo and health pickups, requiring resource management. -
Flanking Options:
Multiple paths through the areas for players to flank enemies mostly in the third and fourth areas. -
Pacing Control:
Gradual increase in enemy density and intensity.
Letting the player rest for a while between the fights. -
Player Guidance:
NPCs, lighting, floor angles, tunneling, framing and environmental cues guide the player. -
Interactive Elements:
Barriers that need to be jumped over to progress; destructible objects like sandbags and barricades.