overview of the field so he can make a path for himself
overview of the field so he can make a path for himself
A narrative-driven infiltration level where the player must eliminate a high-value target — the commander responsible for a personal loss. The level introduces the story while focusing on player choice and tactical decision-making.
also there was use of unreal game animation .
🔹 Level Intent
To create a player-driven infiltration experience where the player chooses how to approach the objective, balancing speed, risk, and control.
🔹 Player Objective
Infiltrate the restricted area
Navigate enemy-controlled space
Reach the commander
Eliminate the target
player can take cover under truck and can kill the guard from there
🔹 Core Focus
Player Choice & Risk–Reward Design
🔹 Path Design
Path A — Fast & Risky
Shortest route to the commander
Fewer enemies
High exposure → quick detection
Path B — Slower & Controlled
Longer route
More enemies
Better cover and positioning
Higher chance of reaching the commander undetected
player can kill the guard on the tower but silently
🔹 Design Breakdown
Enemy placement shapes player decisions
Open vs covered spaces create tension
Multiple paths support different playstyles
Layout guides the player without heavy UI
🔹 Player Experience Goals
Emotional motivation (revenge-driven start)
Tension during infiltration
Strategic decision-making
Satisfaction from chosen approach
special attrack player can do
🔹 What I Learned
Risk vs reward increases engagement
Multiple paths improve player agency
Level layout directly influences behavior