Level Designer
GHOST OF TSUSHIMA: MONGOL CAMP BLOCKOUT
LEVEL DESIGN STUDY
ABOUT THE PROJECT
PLATFORM: Windows PC
​
ENGINE Unreal Engine
​
TOOLS: Unity3D, ProBuilder, Dynamic Parkour System
​
TEAM SIZE: 1
​
ROLE: Concept, Greyboxing, Pacing, Prop and Texture Placement
​
​
​
​
LEARNING OBJECTIVES
OBJECTIVES:
-
Learn how to design a stealth scenario for an open-world action-adventure game that
-
supports multiple approaches and player choice.
-
The level should be accessible from multiple angles.
REASONS: After completing Ghost of Tsushima, I was blown away by how the combat areas are chock full of player choices on how to engage a space.
Inspired and wanting to improve my level design skills, I decided to do a study on how to create a small Mongol camp scenario to achieve my learning objectives.
​
​
​
​
DESIGN BRIEF
Before even doing anything in the engine, I created a design brief to act as a guideline for when I start blocking out the level. This allows me have a clear overview of the objective of this level, as well as providing me an easy reference point to ensure the level remains on track.
​
​
​
​
GATHERING REFERENCES
SKETCHING & INITIAL LAYOUT
​
After sketching out the layout, I laid it out in Unity and realized the space was too small to support a lot of gameplay. While there are multiple options and paths for the player, I wanted to push it further. So I expanded on the level.
​
​
​
​
FULL BLOCKOUT
ROUTES
​
There are multiple routes the player can take to enter the market, apart from the main entrances of course. These alternative entrances provide the player with a more stealthy approach.​
​
​
​
Route 1: Through The Storage Area
​
-
Head to the left side of the camp​
-
Notice a tall grass patch leading to an opening in the fence
-
Enter the camp
-
Make an easy assassination
​
​
​
Route 2: Through The Back Market
​​​
-
Notice a tall grass patch on the right of the main entrance
-
Observe mongol guards positions through the gaps in the fence
-
Enter through the break in the fence
-
Make an easy assassination
​
​
​
Route 3: Back Market Vantage Point
​​​
-
Head to the right side of the market
-
Notice a rock with grab points
-
Climb the rock and jump to the nearest stall roof
-
Assess the area and make an assassination
​
​
​
DECISION POINTS
Decision Point 1:
​​​
-
After assassinating Enemy 1, the player can choose to use their bow and kill Enemy 2.
-
Or they can ignore enemy 2 and move on​
-
-
Once ready to move on, they have a total of 4 paths to take.
​
​
​
Decision Point 2:
​​​
-
The player can climb onto the rope above them and move above Enemies 1 & 2 to double assassinate them
-
Or use the ropes to move past them without being seen
-
-
Once ready to move on, players have a total of 3 paths they can take.
​
​
​
Decision Point 3:
​​
The player can use a few ways to engage this situation.
​
Method 1:
-
Jump down to the nearest grass patch and assassinate Enemy 1
-
Use their bow to shoot Enemy 2
-
Sneak behind Enemy 3 and assassinate him
​
Method 2:
-
Jump down to the nearest grass patch and assassinate Enemy 1
-
Move out of the camp and enter from the break in the fence to easily assassinate Enemy 2
-
Use their bow to shoot Enemy 3
​
Method 3:
-
Traverse to the top of the Mongol hut
-
Use a firecracker to gather all 3 enemies to one spot
-
Triple assassinate them
​
​
​
POST-MORTEM
Despite it being my first time designing an open-world level that supports multiple playstyles and decisions, I am happy with how it turned out. It is by no means a perfect level and there is still much to improve. The lessons that I have learned through this mini-project will definitely serve me well in my future projects.
​
Things that went well:
-
Achieved my goal of providing multiple approaches, from entering the market to moment-to-moment gameplay
-
Achieved a sense of place even if its just a blockout
​
Some things I plan to improve in my future blockouts:
-
Try to challenge the player differently in each section of the level
-
Better estimation of the space required
-
Certain entrances are quite tight which affects a third-person camera. Keep that in mind for future third-person project blockouts.
​
Once again, I am happy with the result of this blockout and I had a lot of fun making it. I am excited for my next blockout equipped with my new knowledge! Hope you enjoyed reading about my processes and I'll catch you in the next one. Peace!