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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 place to let player know the situation 

Last Exit

🔹 Overview

A continuation of the End of Command narrative . A stealth-driven escape level set within a controlled facility, where the player must break free, navigate hostile space, and survive after being captured .



🔹 Core Intent

To create a tense escape experience where the player feels vulnerable, disoriented, and forced to rely on instinct rather than clarity.



🔹 Player Objective

Escape from containment

Avoid detection while navigating the facility

Find a viable exit path and survive

  • Guard patrolling the path player should get throuh them



🔹 Design Focus

Stealth & Survival

Enemy awareness based on line-of-sight

Limited visibility increases tension and risk


Player Flow

Guided through tight corridors and controlled spaces

Clear progression from confinement → navigation → escape

Perception & Experience

  • combat which player can use


🔹 What I Did

Designed full level layout and escape flow

Created stealth routes and enemy placement logic

Implemented visual direction using lighting and space

Developed atmosphere to support narrative and gameplay


🔹 Tools Used

Unreal Engine 5

Marketplace Assets

  • special takedown which player can do

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