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Summary

A scientist from Tesla City was brutally executed at the Generator platform, suspected of being part of a treasonous organization. Your mission is to navigate the city under curfew, reach the Generator District, and examine his body for important clues.

This mission was planned as part one of a series of levels that take place in the frozen world of Frostpunk. The primary goal is to provide systemic solutions for potential problems in a non-linear and vertical layout.

Average Playtime: 15-20 mins

Responsibilities: 

  • Level Design

  • Blueprint Scripting

  • AI Path placement

  • Narrative Implementation (dialogues, texts, events)

Tools: 

  • Unreal Engine 5

  • LD Kit by Paris Stacy

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My Process

  • Concept: What is the desired emotion for this level and how the tension should be adjusted throughout the level?

  • Pacing: What is the desired pacing in these non-linear and heavily vertical spaces? Where are the potential areas of planning and where can the player take a break before their next move?

  • Planning: ​How do I set up encounters, NPCs, triggers, and guard monologues in such a way that won't result in overlapping and clashing mechanical processes?

  • Broad Objective Setup: Having a broader objective like Thief and Dishonored can result in the disorientation of the player and getting lost. What can I do to mitigate this situation should it happen?

Level Overview

Design Philosophy

Tight Execution & Smaller Scope

The level consists of smaller, more condensed, interconnected spaces to focus on better execution of gameplay ideas.

Systemic Approach

The level is planned and designed to present systemic solutions for obstacles of any scale. I tried to adjust the presence of these obstacles and their solutions in balance with each other. It sometimes requires exploration and taking an extra step to think and/or guess to find a better solution to a problem.

Exploration is key to establishing a good understanding of the layout for the player. This level is filled with interconnected spaces that allow backtracking, non-linear, and vertical exploration opportunities. The areas are also consolidated with POIs and landmarks to mitigate potential disorientation.

Exploration

The level is planned to be dynamic and narratively significant in most places. Each area has its narrative elements and environmental storytelling is largely prominent.

Narrative Consolidation

Gameplay Moments

Alternative entry to the  District 3 Command Center with environmental storytelling and clues

Trapping the guard inside the room, creating a gameplay alternative to stealth and combat

Backtracking with a shortcut and guard hinting about a significant event

Distracting the guards in order to enter the Command Center via front door

Locating the unpowered Steam Core

Charging the Steam Core in a previously discovered location

Removing a Steam Core to cut the power, making the area traversable

Using a boat to traverse the underground water reserve

Reaching the Generator District

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