An action packed linear level, designed using Unreal Engine 4, and built to a playable state in Far Cry 5 editor.
Project: Ice Blast
Introduction
I wanted to build a 'full mission' action level with a discernible 'start, middle, and end' structure through to a playable state in Far Cry 5, with the goal being to push my design and project management skills, improve my processes and design with broader pacing in mind. I worked on this project around my day job, starting in August 2023 and completing in Dec 2023. It's by far the largest level design project I've worked on to date.
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The level turned out at around 45-55 minutes play length in total and is split into 9 areas. You can see a quick summary for each area in the 'Final Design' page and follow their links to check out individual playthrough videos and learn more about their design and development.
The final level features a variety of combat encounters, puzzle challenges, traversal obstacles, a unique world event, and a boss fight. The level is built around the Far Cry 5 game mode 'Bounty Hunt'. The objective in my level is to eliminate 2 enemy targets and then escape to an extraction point.
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I chose to create a linear level design because I wanted to have direct control over the sequence of events the player encounters so I could construct an implied story around it, and gain experience in sculpting broader level pacing.​
Project Goals
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Gain experience developing a large playable level.
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Conduct play tester sessions and utilise the feedback to fix issues and improve the design.
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Develop and demonstrate core level design skills and problem solving.
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Push myself to manage a larger project.
Tools Used
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Pen & Paper - Adobe Illustrator - Trello
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Unreal Engine 4 for blockmeshing
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Far Cry 5 Editor to construct the playable build
Presentation
Contents
1.
Here you can quickly select an individual area of the level to check out in more detail.
Each level area features playthrough footage, design highlights, and key developments. You can also take a look at the Final Level Pacing Chart to understand how the broader level fits together.
2.
Here you will find an overview of my whole process and brief outlines of how the level changed throughout various stages.
3.
Project reflections and learning outcomes.
Final Design
Chose an area to see the playthrough video and find out more about the design and development behind it. Also check out the Pacing Chart further down to understand the broader level design.
Areas Map
Area Select
1. Mountain Trail
You're given orders to take out the cornered enemy leaders called The Twins. Begin your journey towards the distant ruins.
2. Frozen Pool
3. Generator Area
Discover a hidden entrance into the ruins by swimming under the ice.
Searching for a key results in a fire breaking out, enemies arrive to investigate.
4. Utility Tunnels
Encounter a Flamethrower equipped enemy in claustrophobic tunnels.
5. Fuel Store
Blast a wall open without blowing yourself up too.
6. Fire Fight Tower
Ascend a building fighting through enemies while a fiery inferno climbs close behind.
7. Ruin Ascent
The coast looks clear, zipline in and suddenly you're pinned down by gunfire, fight your way towards the ruins and once inside find a way up.
8. Ruins Rooftop
The Twins are cornered and the final showdown begins.
9. Escape Route
The exit is in sight, you're close but heavy enemy reinforcements arrive, blow them to bits with a newly acquired weapon.
Pacing Chart
This shows the level's final state. I made it out of curiosity and to help others understand my level's structure. I'd seen similar charts in level design articles and books so thought it would be interesting to create one for this project.
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It turned out to be a pretty good exercise in breaking down the more abstract level design experiences into their own categories.
This PDF is super wide, use the scroll bar at the bottom of the viewer or middle click to see the rest.
Level Area 1
MOUNTAIN TRAIL
Level Start, find a way into the ruins.
Area Context
You have tracked an enemy force back to an abandoned Communication Station in a mountainous region. You have been given the order to eliminate the high value enemies 'The Twins', who have taken refuge in the station's ruins. Find a way into the ruins and take them out before they find a way to escape.
Final Playthrough Footage
This video begins at the Level Start and finishes just before 'Frozen Pool' Area 2.
Design Intent
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Create the experience of journeying towards the ruins, establish location, build curiosity seeing distant buildings
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Ruins act as a landmark to guide the player
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Player starts with no equipment, offer a few weapon opportunities + supplies
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Let players get familiarised with basic controls in low threat situations
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Introduce the presence of enemies
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Provide some stealthy takedown opportunities to reinforce the level's early covert theme
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Exploration and traversal across rugged terrain
Design and Development
Highlights
2D Layout
Developments
2D Layout > Blockmesh
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The starting area location was altered so that the player passes a pinch point which frames the Ruins in the distance.
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I made the start and end of the level visually connected so the player does a 'full loop' upon completing the level.
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Slightly developed an idea for an optional hidden item inside the cave section of the area.
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Created obstacles to duck and jump over in the Ravine to make passing through this long route more interesting.
Blockmesh
Level Area 2
FROZEN POOL
Stronger enemies, stealth route, navigation puzzle
Area Context
You've followed a frozen river after exiting a cave and reached a frozen pool. There are enemies on the ice distracted by something, there must be a way into the station ruins from here.
Final Playthrough Footage
This video begins after the player passed through 'The Cave' at the end of the 'Mountain Trail' section and finishes just before entering the 'Generator Area'.
Design Intent
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Gain entry into the facility ruins via a hidden entrance behind a frozen waterfall
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The player must swim below the ice to find their way into a cave behind the waterfall
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A hidden bonus weapon as a reward for exploring underwater (silenced smg)
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A few enemies who outgun you must be approached carefully, the terrain offers a stealth route allowing an evasive approach, or an opportunity to attack at the right moment
Level Area 3
GENERATOR AREA
A fire breaks out and enemies arrive.
Area Context
The player has made it into the dark underbelly of the facility ruins after an icy swim. Now they just need to find a way forward without attracting any unwanted attention...
Final Playthrough Footage
This video begins after the player swam under the ice of the Frozen Pool (area 2) and finishes once they make it into the Utility Tunnels (area 4)
Area Design Intent
I wanted this area to be a pacing turning point, where the player openly engages enemies in combat for the first time while a world event triggers chaos. At first I was planning on a straight up ambush by the enemy but I opted to create an obstacle which upon solving results in plausibly drawing the enemies into the area to investigate, resulting in the confrontation.
Originally I had planned another area (Fuel Store) to be the origin of the ‘Spreading Fire’ that engulfs the level, however I changed this area to ground zero as this is where the player is discovered, starting the fire here alongside the combat amplifies the dramatic shift in pacing from stealth to action I was after.
This area can be broken into 2 Phases of play:
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Phase 1 - Free to explore, no threats, 'Key Door A' discovered, find your way into the Generator Room to get the door key and a new weapon.
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World Event - Fire starts, alarms triggered.
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Phase 2 - Fight through enemies back towards 'Key Door A'.
2D Layouts
There are 2 map versions because this area went through a more substantial redesign; after play tester feedback and on further reflection I wasn’t happy with how the 'gain entry to the secret room' event plays out, it didn’t fit into the level’s broader narrative context.
Level Area 4
UTILITY TUNNELS
Flamer NPC Encounter
Area Context
The player has just been discovered by the enemy as they passed through the Generator Area. A fire broke out and is now spreading throughout the underground tunnels. The player is trying to find a way forward, out of nowhere a dangerous enemy with no fear of fire spearheads an attack against the player.
Area Playthrough
This is the final version of the playable level. The video starts just after the Generator Area (Area 3) and ends at the ladder before entering the Fuel Store (Area 5).
Design Intent
I had been playing the Resident Evil 4 Remake, and there is a moment where you enter a small clearing, turn a corner and a tough enemy blocks the path forward, the player is forced to retreat, only to be surprised by 2 low ranking enemies who have appeared in a previously safe area, surprising and throwing the player off-balance in the suddenly threatening situation.
Resident Evil 4 - Reference Moment
The intent of this area was to do something similar. I decided I to the use the Flamer NPC, I felt they were the most intimidating in a smaller area, fit the 'spreading fire theme', and they’re a decent bullet sponge. I had this image in my head of flames shooting out from around a corner to surprise the player, followed shortly afterwards by the Flamer npc charging out towards the player. If the player retreats they will be surprised again by a low ranking enemy who spawns in further down Tunnel A, creating a crossfire scenario. This became one of my favourite moments in the level.
FC5 Flamer NPC Encounter