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1st Person Parkour

INTRODUCTION

CGMA assigment focused on creating a level with linear progression using environment shapes, composition and pacing to guide the player in an exciting way from start to finish.

Level inspired in *Mirrors Edge* saga.

DETAILS

  • Implementation of movement mechanics.

    • Running

    • Wall running

    • Vaulting

    • Sliding

    • Crouching

   

  • Implemented a player guidance system, known as 'Runner Vision', where key objects turn red as the player approaches to indicate the correct path and simulate the runner's instinct.

  • Introduction to mission and narrative with cinematic.

WALKTHROUGHT VIDEO

FLOWCHART*Flow chart de introducción al jugador a las mecanicas

prueba2_edited.png

CINEMATIC

The cinematic ends by giving control to the player with a clear vista of the immediate path and a landmark indicating the final objective (Hotel).

Dialogue lines:

-(Radio): Hello Faith we have new information about the attendees of the private party 

-(Radio): running by the Pirandello Kruger in the Hotel Wealth. 

-(Radio):The brother of Mayor Elaine Callaghan, Thomas Callaghan will be there. 

-(Radio):The party is on the exhibition floor and phones and cameras are not allowed.

-(Radio): You need to take this opportunity to get to Thomas´s phone, download his information and 

-(Radio): hack into the phone so we can track his usage. I will give you more information

-(Radio): when you get to the hotel. Security is going to be tight, good luck Faith.

Cinematic goal: 

  • Explain mission to player.

  • Provide narrative context.

  • Indicate the objective location.

CINEMATIC VIDEO

puerta abriendose, vista landmark

FIRST ZONE (Rooftops)

  • Hotel and crane landmarks visible from the hole area.

  • Area purpose: 

    • ​​​​​Introduce player to:

      • "Runner Vision" (guidance system)​

      • Movement and parkour mechanics

      • Interactuable objects

  • Second rooftop designed to work as a safe area to let player get used to parkour system.

imagen area 1

gif parkour roftp 2

  • Interactuable object (Zip line). 

    • Bottle neck used to introduce player to interactuable objects

    • Used to connect first and second zones

    • Core gameplay is fully funtional

      • Controls:
        Aproach to zip line -> text appears -> press "F" to use zip line​

      • Realization (zip line system, animations and vfx) not placed

gif zip line

SECOND ZONE (Office Building)

  • Player lose sight of landmarks.

  • Area purpouse:

    • Focus on set the player "flow" with runner vision​​​

    • Introduction to "crouch" mechanic

    • Slow down the rythm

Gif second area

Gif ventilation pipe

  • Ventilation pipe.

    • Introduces player to "crouch" mechanic

    • Slows down the beat

    • Reinforce of interactuable objects mechanic

  • Servers room and  stairwell.

    • Conection with THIRD ZONE (Rooftop under Construction)

    • Used to start heat up the rythm again

Gif servers and stairwell

THIRD ZONE (Rooftop under Construction)

Gif tercera zona

  • Player regains sight of landmarks.

  • Set new local landmark (crane).

  • Continue heaten up the rythm.

  • Crane elevator (interactuable object).

    • Bottle neck used to give vista of path to a possible entrance to objetive location (Hotel terrace)

    • Down beat previous to high intensity moment

Gif crane elevator

Gif saltos fe

  • Conection CRANE/HOTEL.

    • Peak intensity moment before reaching the objetive location

    • Several consecutive leaps of faith

  • End of demo.

 

  • This part will link to part two of the mission. (MisionHackTomasCallahanPhone_Part2)

3rd Person Shooter

INTRODUCTION

CGMA assigment focused on creating three combat zones with limited size areas for each of them. The following level combine this three areas on a single map inspired by the *Ready or Not* game and it´s tactical scenarios.

This level features a tactical scenario based on a terrorist hostage situation.

DETAILS

  • Implementation of:

    • Enemy AI (JakubW plugin)

    • Enemy paths

    • Enemy spawn

    • hostages AI

    • Quick time events (JakubW plugin)

    • In game cinematic

   

  • Combat zones with progressive dificulty for both stealth and fighting approches.

WALKTHROUGHT VIDEO

FLOWCHART*Flow chart de introducción al jugador a las mecanicas

LEVEL INFO & LEVEL STARTS

FLOWCHART_3RD_PERSON_SHOOTER.png
  • Adittional level info:

    • Enemy types:​

      • Pistol enemy (eassiest one equipped with a handgun)​

        • Assault enemy (regular enemy equipped with an assault rifle)

      • Sniper enemy (Highest damage enemy equipped with a sniper rifle)

    • Pickable objects:

      • Weapons from dead NPCs​

      • Magazines

      • Grenades

  • Player spawns in a safe zone were:

    • Gets supplies 

    • ​Have a clear path towards danger

FIRST ZONE (Plaza)

  • Area introduced by a clear sight of near danger (dead body laid down over the street lamp)

  • Area purpose: 

    • ​​​​​Introduce player to:

      • Combat

        • First combat with high ground advantage ​

        • Stealth or direct combat playstyles

      • Enemy types

        • Pistol enemy​

        • Assault enemy

      • Enemy detection system

  • End of first zone gives player a small view of next area and enemies. 

imagen area 1

SECOND ZONE (Pedestrian Street)

  • Area introduced by reduced vistas of the hole space from the Plaza.

  • Area purpose: 

    • ​​​​​Introduce player to:

      • Sniper enemy

      • In case of direct action playstyle​
        • Enemies from THIRD ZONE will hear the gunfight and will come as reinforcements
      • First combat with low ground disadvantage ​

  • After player wins the high ground:

    • Gets new local landmark of the restaurant​

    • Slows down the rythm by giving the player the opportunity to plan the next fight from an advantage position

imagen area 1

THIRD ZONE (Restaurant Entrance)

Last big fight before finding the hostages.​​

  • Area purpose: 

    • Increase stealth difficulty​

    • Prepare player for the last fight (Backtracking after freed the hostages) by:

      • Have a mental map of the combat area​​

      • Get supplies from dead NPCs:

        • Guns​​​

        • Ammo​

        • Grenades

FOURTH ZONE (Restaurant)

  • Enemies placement and visual storytelling leads player to the hostages.​

  • Area purpose: 

    • ​​​​​Introduce player to:

      • Quick time events

        • Multiclick door​

    • Freed the hostages

      • Gives false sensation of mision acomplised that leads to a non expected last fight​

  • After Quick time Event and hostages freed game initiates Level Sequence "LS_Enemiesentrance"

Backtracking to THIRD ZONE

  • Last fight taking the player off guard.​

  • Area purpose: 

    • Peak intensity moment​

  • Realization (Hostages hide system on gunfight) not placed​​

Backtracking to FIRST ZONE

  • Area purpose: 

    • Keep player on guard until hostages are safe.

    • Reinforcements arrive

      • Hostages are safe

      • ​End of level​​​​

3rd Person Adventure

INTRODUCTION

CGMA assigment focused on the creation of a level composed of multiple interconnected zones, each of them with its own identity to support orientation and facilitate player mental mapping.

The following level was build arround the idea of creating a section of an open world game map inspired in the *Sekiro Shadows Die Twice* IP.

.

Gameplay emphasizes narrative-driven exploration.

DETAILS

  • Implementation of:

    • Grappling hook system

    • Enemy paths

    • Spawn system

    • Spawn checkpoints

    • Interactuable NPCs (Dialogues) 

  • Realization (combat system) not placed.

WALKTHROUGHT VIDEO

FLOWCHART

Flowchart_3rd_Person_Adventure.png

MAPS

NARRATIVE

ENEMY ARCHETYPES

ZONE 1 (Mountains)

More Level Design

ALBERTO JAEN JIMENEZ

©2023 by Alberto Jaen Jimenez

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