Level Design
Designing with multiple Paths in mind
When looking at other immersive stealth games, one of the biggest things that stands out is keeping a large number of paths open, and making the levels feel less like a path and more like a large puzzle to figure out. To accomplish this, I set a few hard rules when building the initial blockout.
Every objective must have 3 entrances at a minimum.
The level would have a secondary objective that influences the level in some way.
Combat can never be forced upon the player.
Initial Concept
The level is designed around being an early mission in the game. The concept for the mission was that the player needed to kill a noble that had control over a major part of the mage's circle, and killing him would open up many opportunities for the mage rebellion. From there, the target became a overzealous noble who had many stolen artifacts from either his campaigns abroad or mage's punished for breaking from the circle.
I wanted to experiment with verticality
Level Layout Draft
Based on the concept above, the level ended up becoming a large, fortress like mansion that boasts large, over the top galleries that showcase the noble's "heroic" deeds.
Multiple gardens to hold parties and massive walls to showcase his strength add extra paths for the player to cross.
The entry hall and main gallery would be multiple floors tall and have a number of balconies for the player to use to navigate the level, while the dining hall/longue and the guest quarters would provide more nooks and crannies to hide in.
Initial Level Blockout
In the blockout stages of the level, the biggest focus was on building out gameplay options based on the limited information I established in the draft.
The docks lead into a garden that teaches the player how to use cover such as ferns to hide from sight, and provides multiple options into the rest of the mansion.
A player who's experimented with Shrouded Step will realize they can get up to the second floor for free, easily bypassing multiple guards and gaining access to the walls around the garden, and balcony's in the gallery.
Both paths lead to the main hall which uses the three stories to provide the player multiple avenues to kill the target.
This level was much smaller then the final product, but provided a blueprint of how to build levels going forward.
Second Level Blockout (With Art Assets)
(Note that the assets used were built by SideArm Studios and bought on the Unreal Engine Store)
Docks/Garden
The player starts in the pipe near the docks. The player can either take the stairs up and directly fight/ambush the guards, but they have an option of going around the side and using Shrouded Step to jump up the platforms. From there the player can either scale the wall or go through the storage room to the Garden or directly into the guest wing.
Once they reach the Garden the level begins to open up. The guards are patrolling the paths but the bushes lowers the visibility of the player to the guard.
Using shrouded step on the lamp post allows the player to instantly reach the second floor, while going through the entry way costs no souls.
Gallery
This is a transitionary part of the level. It gives the player a good understanding of where they are in this large level, and where they can go to reach their goals. They get a clear view of the courtyard, the ramparts, and the main hall.
This is also where the player will be introduced to Security Wards, which alert the guards in the area if the player gets to close. This will motivate the player to want to kill the Wizard and disable the magic security before moving onto taking out the Duke.
Main Hall
The main hall is designed as a treacherous connector between the Guest Wing and the Royal Wing. It features the largest concentration of guards, and offers three floors to traverse.
The first floor offers the most cover through the large artifacts the Duke has shown off. However it also offers very little options in terms of escape, and requires the player to climb back up to the third floor.
The second floor is more narrow with less cover, but has shortcuts the player can take.
The third floor features few guards, but it doesn't offer a direct route between the Guest and Royal Wing without some parkouring.
Guest Wing/Wizard's Library
The Guest Wing is one of the major parts of the level, since the Wizard operating the security wards is operating out of the Library on the third floor. There are multiple security wards that will alert every guard in the Guest Wing.
The first floor is the easiest way to enter the Guest Wing. It can be entered either from the Gallery or the Cellar. There is a single guard here that can easily be taken out. From here the staircase allows easy access to the second floor.
The second floor has multiple apartments and places to find collectables and lore that would be implemented later down the line, while adding some extra challenge for the player as they get to the library.
The third floor contains a lounge with two entrances to the library along with a security ward. The Library contains two security wards and provides a small maze for the player to hide themself as they find the wizard.