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STORY

PROJECT BREAKDOWN

A special hitman agent is sent to eliminate Logan, a former member turned informant, imprisoned in a secret, high-security wing prison on an island. His intel threatens to expose the organization, making his elimination crucial.

LOCATION

The prison is a secret, heavily fortified facility on a remote South American island, surrounded by rough seas, jagged rocks, and dense jungle. Designed for the world’s most dangerous criminals, it features reinforced walls, watchtowers, and a central hilltop main building. Key areas include the landing zone, jungle approach, prison interior, and escape zone.

  • Created using Unreal Engine

  • Blockout Tools Plugin

  • Sequencer

  • Landscape and Foliage

  • Controller and AI system by: IWALS (tool by Jakub W)

I utilized this third-party tool, making modifications to some parts to better fit the specific needs of my level design.

BLUEPRINT MECHANICS

MAIN OBJECTIVE

The mission is to eliminate Logan, a former member turned informant. First, the protagonist must gather intel through eavesdropping, theft, or interrogation to locate his cell. Stealth is key—avoiding guards, disabling security, and accessing the secret wing. After eliminating Logan, the player must escape out of the prison.

  • DIALOGUE SYSTEM

  • INTERACTABLE DOORS

  • ITEMS PICKUP SYSTEM

  • LIGHTS DESTRUCTION

ADDITIONAL INFORMATIONS

REFERENCES

To define the aesthetics and atmosphere of the level, I gathered references from films, stealth/action games, and real-world architecture.

 

I created a moodboard featuring secret prisons, tropical environments, and fortified structures, studying lighting, materials, and spatial design.  Additionally, I used AI to generate some supporting images

TOP DOWN BLOCKOUT

I first created several top-down blockouts on paper to map out the key narrative beats.

 

This process allowed me to understand the spaces, flow, and pacing before moving into the engine, ensuring a solid foundation for the level design.

Hover over the gallery and click the left or right arrows to scroll through the images.

PACING AND INTENSITY

For pacing and intensity, I created graphic ‘cards’ to map out the narrative beats and establish the overall flow of the level.

 

This helped visualize tension shifts, ensuring a balanced mix of stealth, exploration, and action moments.

Hover over the gallery and click the left or right arrows to scroll through the images.

This pacing graph breaks down the level beat by beat, mapping out the flow of gameplay across different elements—stealth, combat, puzzles, cinematics, and traversal.

By analyzing these beats, I ensure a balanced difficulty curve, keeping players engaged without overwhelming them.

The goal is to create a dynamic rhythm, alternating between high-intensity combat sequences, slower exploration moments, and strategic problem-solving.

 

This structured pacing helps maintain immersion while guiding the player's emotional and gameplay experience throughout the level.

BLOCKOUT OVERVIEW

Here are various screenshots of the blockout created in-engine, showcasing the level's structure, layout, and key design elements.

LEVEL DESIGN TIPS

In this section, I highlight several level design techniques used during the creation of this level, such as guiding the player with visual points of interest, providing multiple paths for dynamic exploration, and strategically using cover to enhance gameplay.

 

These techniques were integral in shaping the player’s experience and ensuring the level feels immersive and engaging.

Hover over the gallery and click the left or right arrows to scroll through the images.

Guiding the Player with Visual Points of Interest:

I used visual elements to naturally guide the player through the level.

 

Lighting and contrast highlight a point of interest, enabling immersive navigation without intrusive HUD elements.

ScreenShot00036 (1).png

Providing Multiple Paths for Dynamic Exploration

This level offers multiple paths for a dynamic and personalized experience. Players can choose between direct routes for speed or side paths for hidden rewards, impacting gameplay and playstyle.

 

This design enhances exploration, replayability, and immersion.

ScreenShot00036 (2).png

Using Cover for Tactical Protection

Cover elements like walls and crates provide protection while keeping players engaged in action.

 

They encourage strategic movement, flanking, and surprise attacks.

Problem-Solution Sequences

This level uses a "problem-solution" approach to engage players.

 

Obstacles like closed doors create tension, while solutions—finding a key, activating a switch, or solving a puzzle—guide attention and make the environment feel interactive and rewarding.

THANK YOU FOR READING

© 2023 by Luca Vitiello. Proudly created with Wix.com

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