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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:
  • Setting: First World War 

  • Location: Trench warfare scenario, Fights in a logging camp in the Woods, Rescuing friendly officers in a French village

  • 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)

  • The player starts in a dimly lit, cramped bunker that was recently hit by a shell..

  • First the player has to learn that they can crouch under obstacles to proceed to the next room.

  • 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.

  • A narrow corridor leads to the knowledge that the player can jump over obstacles.

  • 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.

  • 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)

  • The player is now in the trench with high walls obstructing the sky.

  • An NPC runs ahead, indicating the path to follow.

  • Friendly NPCs (White) are seen running towards the frontline above on planks.

  • The player encounters a small bunker; the door is blocked by debris, requiring crouching to enter.

  • After the bunker a small area will appear with an open bunker and an Officer (Green) inside giving us the quest.

  • The quest is to get to a small french village and rescue four officers being taken hostage by the enemy (Red).

  • As the player proceeds, they encounter various enemies in the trenches in three smaller combat areas.

  • The combat areas are different visually so the player can differentiate them.

  • 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)

  • 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.

  • The player will have time to get a small overview of the area, but this is limited by the obstacles.

  • The enemies are not aware that the player is close and are loading a truck or getting some rest from the fights.

  • 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.

  • The player can use different obstacles to get cover like trees, logs, shell crater, a car or a small abandoned house.

  • This area will end with a guard post.

  • 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)

  • This area is splitted in two smaller areas decided by a building with a tunnel.

  • The village its very destroyed.

  • The player reaches a small village with soldiers patrolling.

  • It is possible to get a good overview of this area because of the higher elevated area that the player is in.

  • This gives the possibility to plan and prepare for the combat.

  • 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.

  • The player has multiple routes to take and many cover possibilities.

  • After the first enemies are killed by the player a second group tries to stop the player from processing.

  • 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.

  • The left street is blocked by debris.

  • The last two enemies are trying to stop the player with force.

  • Because the path is blocked by a burning car the player has to use a tunnel.

  • Behind the car the player will be able to see the exit of the level, that would be a big gate.

  • At the end of this area there are the officers that we had to rescue.

  • 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 wa
    lls.
    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.

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