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Betrayed- FPS Level - WIP
What if Call of Duty had a level where players get a harmless weapon- BB Gun? This level explores the idea of navigating the streets of Guanajuato, Mexico (inspired from CoD MW 2: Alone level). I analyzed Call of Duty levels and drew key points that make such levels iconic. Fusing it with prevalent level design principles, I developed Betrayed by dividing it into 3 parts. 1. Introduction (Stealth) 2. BB Gun and Helicopter Chase 3. Rendezvous (RV) with Ghost - WIP Below you'll find the meticulous process of defining design outlines, crafting engaging layouts and implementing immersive game world!
ROLE
Gameplay Designer
GENRE
First Person Shooter
ENGINE
Unreal, Blueprints
PLATFORM
Unreal | Blueprints, Windows
THE DESIGN PROCESS

👀A sneak peek at the BB Gun and one of it's uses!
Inspired from Guanajuato, Mexico, and CoD MW II's level Alone; I approached the level by staying true to CoD's iconic game feel.
As Call of Duty is famous for its gunplay and feel, I chose to go full tilt and create an experience that introduces a new weapon and also aligns with the narrative beat!
As Call of Duty is famous for its gunplay and feel, I chose to go full tilt and create an experience that introduces a new weapon and also aligns with the narrative beat!

🧠 Mind map of the key words, Betrayed, Lost and Alone!
Creating a branched mind-map allows me to investigate the game feel and target emotion from different angles.
Here after exploring multiple possibilities, I decided to have BB gun and stage the level into deliberate parts.
Here after exploring multiple possibilities, I decided to have BB gun and stage the level into deliberate parts.

🖼️ Framing the Mona Lisa
One of the key takeaways from years of Call of Duty experience is to ensure players know where they should be heading at all times. Hence, screen real estate is utilized by framing the objective. Other examples of this is bird's eye view of the area (jumping from planes/starting atop a mountain).
I chose to utilize framing the objective, to keep it closer with real world experience of going through twisted streets of the location culminating at the same location, the Mart!
I chose to utilize framing the objective, to keep it closer with real world experience of going through twisted streets of the location culminating at the same location, the Mart!

1️⃣ The Introduction (Stealth experience)
Betrayed picks up from Alone's setup. Players find themselves around a corner of a building.
Ghost informs players to Rendezvous (RV) at the Mart. But the radio connection goes static. Players learn that using lethal weapon will attract enemies, so they have to navigate stealthily.
One of the ways for the player to learn the stealth nature of the level. WIP- As players progress, there will be an NPC on the balcony throwing a glass bottle. This in-turn will capture AI's attention and AI will investigate. This will serve as a set up to introducing the BB Gun.
Ghost informs players to Rendezvous (RV) at the Mart. But the radio connection goes static. Players learn that using lethal weapon will attract enemies, so they have to navigate stealthily.
One of the ways for the player to learn the stealth nature of the level. WIP- As players progress, there will be an NPC on the balcony throwing a glass bottle. This in-turn will capture AI's attention and AI will investigate. This will serve as a set up to introducing the BB Gun.


📄 Layout of the level on paper
This features the layout and the AI plan of the stealth section. Additionally, this level is flexible to incorporate other smaller interactions like taking down enemies.

📌Guiding the players, Pain Avoidance method (1/2)
As using weapons is heavily discouraged, players would be at a disadvantage against an oncoming armed enemy. Utilizing this to guide the player where I want them to go.
This level design technique is called, Pain Avoidance, since players do not wish to get caught. Players will seek options to run, and will feel smart when they discover a path that level designer laid them to find.
This level design technique is called, Pain Avoidance, since players do not wish to get caught. Players will seek options to run, and will feel smart when they discover a path that level designer laid them to find.

📌Guiding the players, Pain Avoidance method (2/2)
Another variant of pain avoiding, is giving players the insight of enemy location and forcing them to be meticulous about their approach.
Additionally, this also sets up an enemy encounter on the roof that brings this whole experience together.
Additionally, this also sets up an enemy encounter on the roof that brings this whole experience together.

🪖Split second soldier decisions
The flashlight represents AI's vision cone, and it strategically highlights the stairs as they are approaching. As a result, the stairs draw players' attention.
Moreover, player are immediately facing another challenge as the door is well guarded so they decide to enter through another window.
Moreover, player are immediately facing another challenge as the door is well guarded so they decide to enter through another window.

🏠Inside the house
Since players do not have radio connection with Ghost, this guidance leads players to the roofs where the network is stable.
Along the way, there are a few interactions that players have to beat. This level is systematic in approach, i.e. it allows for unique solutions but still keeps the players on the same path.
Along the way, there are a few interactions that players have to beat. This level is systematic in approach, i.e. it allows for unique solutions but still keeps the players on the same path.

📶 A Stable Radio connection
Remember Ghost was unreachable on Radio. Leading players onto the roofs allows for recon and making this whole experience grounded in reality.
While this serves as a positive point, as players can see the Mart right up, Ghost mentions that the RV point is pushed a bit further.
Utilizing a classic narrative beat of good news brings a bad news that tweaks the perspective. In the end, I believe, 'Levels are stories' players tell themselves.
While this serves as a positive point, as players can see the Mart right up, Ghost mentions that the RV point is pushed a bit further.
Utilizing a classic narrative beat of good news brings a bad news that tweaks the perspective. In the end, I believe, 'Levels are stories' players tell themselves.

🔫 Initialization with the BB Gun
After player reconnects with Ghost, they are told about the RV point being pushed further up and also about the Helicopter.
Here players find the BB Gun, a non-lethal weapon, in a household. With enemies blocking the players' critical path, players are forced to think creatively. Again, the suspended Gong in the middle of the street proves as a distraction after players shoot at it.
This in-turn clears the pathway for the players to progress.
Here players find the BB Gun, a non-lethal weapon, in a household. With enemies blocking the players' critical path, players are forced to think creatively. Again, the suspended Gong in the middle of the street proves as a distraction after players shoot at it.
This in-turn clears the pathway for the players to progress.


📃 Paper layout of guiding the players and roof
Crafting narrative beats aided designing the level that guides the players to the next plot point.

↔️ The Mart
The archway leads players to the Mart section that showcases a giant structure in the middle and the Mart being behind it.
The central part is heavily guarded prompting players to either take the left side or the right side.
The central part is heavily guarded prompting players to either take the left side or the right side.

⬅️Side Path
Players start off in a safe zone with no enemy haunting them. Players can start the interaction at their own pace.
The left side highlights the classic CoD scare, where the player path is immediately blocked by an oncoming enemy. Additionally, the left also explores the Mart via other stores leading the players to the side employee-only entrance. Multiple opportunities to reinforce BB Gun.
The left side highlights the classic CoD scare, where the player path is immediately blocked by an oncoming enemy. Additionally, the left also explores the Mart via other stores leading the players to the side employee-only entrance. Multiple opportunities to reinforce BB Gun.

➡️Back alley
The Back Alley approach introduces a novel pressure. As players are trying to distract a path blocking enemy, the BB Gun also triggers another AI right behind the player location. This creates a pocket of tension and is released when players rush through to the Mall entrance.


📃 Layout of both the Left and Right interactions at the Mart
Inspirations from Guanajuato, Mexico allowed to create a mart with possibilities and then lead the players back to a linear path behind the shopping complex.
Additionally, after so much meticulous thinking and strategic gameplay, I wanted to switch the game on its head by introducing a fast-paced Helicopter chase sequence.
Additionally, after so much meticulous thinking and strategic gameplay, I wanted to switch the game on its head by introducing a fast-paced Helicopter chase sequence.

🚁 The Chase
Players head up to the Mart, only to get detected by an enemy and have to jump onto the ledge.
This marks the beginning of the Helicopter chase sequence that leads the players across house roofs and road to the giant tourist structure at the end.
The heli keeps the players on toes and forces them to be quick and attentive to their escape. Moreover, this sequence also interweaves between safe and danger zones.
This marks the beginning of the Helicopter chase sequence that leads the players across house roofs and road to the giant tourist structure at the end.
The heli keeps the players on toes and forces them to be quick and attentive to their escape. Moreover, this sequence also interweaves between safe and danger zones.


👷♂️RV with Ghost
I want to culminate the level with a zipline to the final zone that sets up an all-weapon encounter with the rushing enemies.
The encounter ends after player successfully destroys the helicopter with an RPG.
For a better thought process deconstruction of the narrative beats and game mechanic, please read through the documentation!
The encounter ends after player successfully destroys the helicopter with an RPG.
For a better thought process deconstruction of the narrative beats and game mechanic, please read through the documentation!

📐 Unreal Blueprint of the AI behavior
The AI is triggered by players progress. Secondly, this modular code also allows for BB Gun distractions.
YOUTUBE
DOCUMENTS
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