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Piyush Singh - Game Designer
  • Home
  • Level Design Projects
    • Reach Me
    • Last Exit
    • No Way Back
    • End of Command
  • Cinematics Projects
    • BOSS FIGHT
    • SUBWAY TRAIN
    • Environment Cinematics
  • Famous Game Breakdowns
    • RED DEAD REDEMPTION 2
    • BLACK MYTH : WUKONG
    • CYBERPUNK 2077
Piyush Singh - Game Designer
  • Home
  • Level Design Projects
    • Reach Me
    • Last Exit
    • No Way Back
    • End of Command
  • Cinematics Projects
    • BOSS FIGHT
    • SUBWAY TRAIN
    • Environment Cinematics
  • Famous Game Breakdowns
    • RED DEAD REDEMPTION 2
    • BLACK MYTH : WUKONG
    • CYBERPUNK 2077
  • More
    • Home
    • Level Design Projects
      • Reach Me
      • Last Exit
      • No Way Back
      • End of Command
    • Cinematics Projects
      • BOSS FIGHT
      • SUBWAY TRAIN
      • Environment Cinematics
    • Famous Game Breakdowns
      • RED DEAD REDEMPTION 2
      • BLACK MYTH : WUKONG
      • CYBERPUNK 2077
  • overview of the field so he can make a path for himself 

End of Command

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

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