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THE PURSUIT
SUMMARY
After the events of The Escape, a security guard within the facility is compelled to hunt down the service robot who has just stolen a reactor core, which has now begun the process of contaminating the surrounding.
With this piece I wanted to focus on both level design and combat design to deliver a short action-filled experience.
BREAKDOWN
Time
4 Weeks Half-Time
Team Size
Role
Solo
Level Design
Combat Design
Software
Unreal Engine
Miro
Assets Used
LEVEL DESIGN
COMBAT DESIGN
DESIGN PROCESS
I first started
DEVELOPMENT SCREENSHOTS
REFLECTIONS
I am quite satisfied with how the design of the experience eventually turned out. However, one of the aspects that I can take away from this work is to make sure to set a solid scope at the very start of the process. Specifically, the experience became much shorter than what I initially wanted. The plan was to adhere to an hour glass design, where one combat area leads to the next through funneling the player. There was also a plan where I would incorporate the robot from the previous piece into this one, whereby the player would see the robot moving past every once in a while. This was then changed to breadcrumbing, with radioactive specks guiding the player towards the goal.
Another aspect is to let convenience alone dictate too much when it comes to choosing an asset pack for a specifc genre, in this case a first-person shooter, since it could also have an effect on other important facets to the gameplay, and in this case it was the enemy AI.
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