PROTOTYPE: Song of Thieves! A group project done for Level Design class at NYU!

For our level design class at NYU, our final assignment was to create a level that was based around specific mechanics tied to the midterm projects of the group members. I had made a stealth game based around avoiding enemies while traversing through a level collecting pickups [see Bait Abdullah], while my teammate, Dade Fuller, had made a parkour level and Aaron Jamal had worked on a shooting inspired level. We decided to get to work…

Inspiration

We were inspired by tall, large structures and grimy environments from games like Splinter Cell, Sleeping Dogs, and Metal Gear Solid. We also wanted each room to feel cramped, even if the structure was very large, and each level of the floor to be rooted in different aesthetics while still fitting the gritty tone we were going for.

Drafting the Concept

First, we decided to settle on the mechanics and layout of our game. We decided on a narrative where you played as an infiltrator breaking into a rival gang’s tower, looking for a secret weapon that would make your gang the most powerful of them all! We decided to stick with the parkour system and the stealth aspect, using various pathways such as vents, balconies, and covers to move around a vast environment. We decided to omit shooting, because of the full other dimension of design it would add to the vast level we were aiming for, and it didn’t fit our time constraint of 3 weeks. In this phase, we also laid out a level map for the massive tower, a huge complex which tiered the gang into different levels. Lastly, we started looking into puzzles that would take advantage of having to move around the map, sneak around enemies, and have the high pressure moments of almost being discovered found in famous heist movies such as Mission Impossible and Ocean’s Eleven. The concept:

  • A stealth focused game with parkour mechanics

  • Avoid and distract enemies

  • Steal loot from a large building, planning your route and climbing

  • Climb this tall and imposing building, dodging enemies all the while

Prototyping

I started prototyping the parkour mechanics, giving the player the ability to shift between walking/running as well as using Line traces while holding the sprint button to go into “Parkour Mode” that allows them to leap over various obstacles in their way. The player is also able to crouch, so I tested out various environmental sets that the Player could use their moveset:

Puzzle Prototypes

I took inspiration from various Heist movies for the puzzles, capturing specific key moments that make the genre iconic:

  • Solving a puzzle/hacking during a time they might be discovered

  • Strategically and successfully distracting a patrolling guard before sneaking through a gate

  • Going from room to room looking for objects of interest

I looked at movies like Ocean’s Eleven and Mission Impossible for inspiration. I also took inspiration from Spider-Man 2002’s puzzle segments, asking you to move around a corporate office hacking computers to put together a code to unlock a door. I also prototyped Enemy AI with behaviors for patrolling and following routes, as well as being distracted by stimuli such as player visibility or other stimuli that could be triggered via “distractions”.

Level Layouts

For the first level, we laid them out like Dive bars, adding pool tables, sectioned areas for bars and open spaces for gathering. In this section the player would use vents and wall holes to move around as well as some balconies in the garage. The second level was inspired by bars and luxury lounges, with private conference areas, and elevated bar and seating areas, emphasizing spaces which were closed off for the VIP. The third level was inspired by office spaces, completely sectioning off small rooms for gathering and private matters. 

  • Utilizing the parkour aspects was of utmost importance because it Is our most fun feature. We had a focus on various routes and player choice where they should be able to walk into the building from any angle. Anywhere that draws the player’s eye should be accessible. Routes are highlighted, and it should be fun to not only traverse but also to find. We used Elevated areas like catwalks away from the enemy eye and vents that create vistas and provide access routes to other parts of the level. They also allow the player to assess the situation and plan their route accordingly. The various levels of the building symbolized a tier system for the gang.

Reflection

This was a great project to work on, as it allowed me to lean into heist tropes and design both puzzles and mechanics purely based around that! We overscoped on the size of the level, as making compact spaces in such a large area proved difficult, we even had some sections “Under Renovation”. I am also glad to have made puzzles that required the player to be aware of their space and tying that in directly to enemies and guiding them through the space. Hope you can find the “secret weapon” at the top!

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PROTOTYPE: My friend went to Bait Abdullah and all he got was this stupid Level