Stealth Shooter
Breakdown and creation of a Hitman inspired level
Engine: Unreal Engine 5
Genre: Third Person Stealth
Design Goals
This level was designed to emulate the non-linear design of Hitman: World of Assassination, offering multiple viable paths to each objective. Each route provides different tactical opportunities, allowing players to feel that their approach to eliminating the targets is a unique solution rather than a prescribed sequence.

Maps and Planning
I constructed a molecule map and floorplan to get a sense of how the level would be laid out and the relationships between each area. This allowed me to start planning where enemies would be and how the colored trespassing zones would be arranged. 
Mechanics
Along with general event triggering, I used Blueprints to implement mantling, disguises, trespassing, takedowns and NPC movement. These mechanics allowed me to create a more accurate experience of how a player would navigate the level while avoiding detection from enemy AI. 
Layout and Unique Spaces
Non-linear levels present a challenge for players when similar spaces aren't differentiated from one another. I was able to maintain the player's ability to orient themselves in similar interior spaces by adding unique rooms and set dressing while pushing the players into these rooms due to enemy patrols.

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