
REDEMPTION
SUMMARY
Produced Fall of 2020. Redemption is a level inspired by Red Dead Redemption, aimed to replicate the fun action western theme and experience. Created in Unreal 4 utilizing the Dynamic Combat System Kit and 3rd person controller. I spent four weeks planning and designing the space to feel like an action-packed fortress.
The project was an exercise in my Level Design knowledge and skills in creating a linear path, incorporating gates, keys, loops, and combat scenarios.
I wrote a short story to encapsulate the level’s narrative because every level tells a story. The player embodies a Hassun tribal member utilizing their bow to remove the improvised explosives station near Canyon River.
SPECIFICATIONS
TEAM: 1 - Personal Project
GENRE: 3rd Person Western Action Shooter
DURATION: 4 Weeks
SOFTWARE: Unreal Engine 4, and Photoshop
Level Design
Modeled using Geometry / Terrain Tool
Illustrated Intensity graph, and Guide Map
LEVEL GAMEPLAY
VISUAL RESEARCH / THEMATIC











I began designing the level by conducting research and gathering visual references to create a mood board to establish the overarching theme, that being the western gun-slinger aesthetic.
I intended to create a historically accurate representation while including ideas that would suit the narrative, scenarios, and mechanics, such as guards near bomb barrels and scaling the fortress. I focused on creating tactical and strategic level advantages for the player to empower them to experience what it means to be a one-person army.
BLOCK OUT PROCESS
After researching and gathering reference images I start with a flow map. I contemplate the pacing and beats the player will experience. This process allows me to rapidly prototype adapt and re-configure my spaces to fit my needs when designing levels. I begin by thinking about the core beats and how to bring context to my environment to support them. I find it important to nail down the procedures and player traversal and flow through the map.
GUIDE MAP
After solidifying my beats and flow map I then developed a guide map to begin establishing a foundation for how I envisioned the spaces and beats to be laid out. I like to imagine the player's perspective and how they’ll view the space and interactions. From their point of view, I can contemplate the environment and combat encounters and challenges to best suit the player experience. I attempt to avoid hand-holding while maintaining fairness.

Walk Through

I wanted to give the player the choice to take the high road and gain the tactile advantage. A repeating theme throughout the level.

The player receives hints to their agency through inner text thoughts. I incorporated a vista to enable the player to see the path before them, foreshadow their legacy.

After defeating the guard the player can explore the inside of the cabin to discover ammunition. I wanted to reward the player for exploring. A ladder to the right leads to the top.

When the player takes the low road there is still cover to maneuver and shoot.

Another set up for some long shots on the guards. A moment where the player can feel equal before exploring further and possibly falling into a disadvantage range.

A moment of rest after an envigorating sprint to cover. Ammunition can be found at the campfire.

The player is prompted again to find a way in. A patrolling guard can be found at the entrance.

Both sides of the fortress can be scaled by the player to breach the walls.

The player faces a few guards, explosive barrels level the playing field and engage tactics while entering a new space.

Entering either structures triggers a combat scenario at close range.

Entering the lower section the player is encouraged to use the barrel tactics.

Again the player is rewarded with more ammunition.

If the player explores further they will find a skeleton Armored helmet.

Within the court yard the player can find several means to rescale up to the barrier paths

The player gains a view of the next section while also uncovering the trains use.

This vista encourages the player to eliminate guards they might see on the other side however more guards are placed out of sight.

Foreshadowing the loading zone and guards unloading, loading barrels.

However the conductor section is locked. Both the west and east wings are locked off until the player can uncover the key.


The keys can be found in the lower level near the exposed bonfire near the window by the blockaded entrance.











REFLECTION
This level made me think about the five fundamentals to level design.
Points of reference, canyons trains, cranes, and structures.
Paths and choices such as gaining the level advantage.
Nodes, such as the train blocking a path or storage room. Intersecting paths that created references.
Districts, such as the first and second courtyards.
Boundary structures and catwalks which enclose and define the space.