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GHOST OF TSUSHIMA: MONGOL CAMP BLOCKOUT

LEVEL DESIGN STUDY

ABOUT THE PROJECT

 

PLATFORM: Windows PC

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ENGINE Unreal Engine

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TOOLS: Unity3D, ProBuilder, Dynamic Parkour System

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TEAM SIZE: 1

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ROLE: Concept, Greyboxing, Pacing, Prop and Texture Placement

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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.

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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.  

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GATHERING REFERENCES

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SKETCHING & INITIAL LAYOUT

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MongolCampSketch.jpeg

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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.

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FULL BLOCKOUT

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MAIN MARKET STREET.png

ROUTES

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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.​

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Route 1: Through The Storage Area
 

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  1. Head to the left side of the camp​

  2. Notice a tall grass patch leading to an opening in the fence

  3. Enter the camp

  4. Make an easy assassination 

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Route 2: Through The Back Market
 

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  1. Notice a tall grass patch on the right of the main entrance

  2. Observe mongol guards positions through the gaps in the fence

  3. Enter through the break in the fence

  4. Make an easy assassination

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Route 3: Back Market Vantage Point
 

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  1. Head to the right side of the market

  2. Notice a rock with grab points

  3. Climb the rock and jump to the nearest stall roof

  4. Assess the area and make an assassination

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DECISION POINTS

Decision Point 1:
 

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  1. After assassinating Enemy 1, the player can choose to use their bow and kill Enemy 2.

    1. Or they can ignore enemy 2 and move on​

  2. Once ready to move on, they have a total of 4 paths to take. 

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Decision Point 2:
 

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  1. The player can climb onto the rope above them and move above Enemies 1 & 2 to double assassinate them

    1. Or use the ropes to move past them without being seen

  2. Once ready to move on, players have a total of 3 paths they can take. 

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Decision Point 3:
 

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The player can use a few ways to engage this situation.

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Method 1:

  1. Jump down to the nearest grass patch and assassinate Enemy 1

  2. Use their bow to shoot Enemy 2

  3. Sneak behind Enemy 3 and assassinate him

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Method 2:

  1. Jump down to the nearest grass patch and assassinate Enemy 1

  2. Move out of the camp and enter from the break in the fence to easily assassinate Enemy 2

  3. Use their bow to shoot Enemy 3

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Method 3:

  1. Traverse to the top of the Mongol hut

  2. Use a firecracker to gather all 3 enemies to one spot

  3. Triple assassinate them

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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. 

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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

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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.

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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!

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