Approach on level design of our game


The level design that our team has decided on is to make it linear paced story progression. Our main objective is to showcase that our game is an action adventure stealth genre, designing the level in such a way where the player has their own choice to play the game as Rambo or as a silent assassin or even bit of both possibilities are endless.

Our team has decided to have six levels designed in the game, One will be the base/safe house where the player has its options to upgrade their skills or weapons, interact with ally npc to progress in the level and get to the next mission.

Then a museum level is used as a introduction where the player will be taught basic move sets and skills. After the introduction level the player will have to infiltrate the museum in the night where security is even tighter the level is designed in such a way that player will have to use creative methods to bypass the security and steal the object.

Then comes a mansion level where the player has to solve various puzzles all across this level to obtain access to the secret chambers.

The final level will be both of action and stealth included where the player will have to disarm security , rescue their ally prisoner , and stop a organization.

In the entirety of the level we will reuse scenes and assets so that we don’t not burden our artist with too much work.

Finally I would conclude that our team is positive that there will some be alteration in our level design during the making if that happens we will surely update the GDD and the blog so STAY TUNED!!

-Rohan Sunil
Purplane level designer

Get Heist against Heretics

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