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Level Designer

Nightclub Heist - Block Mesh

Create an engaging level focusing on three diverse paths and distinct objectives.

Prompt

Within a confined level space of 68 x 68 meters plan and developed a playable level that guides players through three paths towards a primary objective and three optional objectives. Though mechanics are used, the focus is on moving the player through the space through environmental building, spacial awareness, and lighting.

Development

Gameplay Evolution

https://youtu.be/PT6b54_4JZg?si=7whv3jp7uHvK0KQ3

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To improve the level gameplay I had a round of testing and reworking to make sure that the flow and mechanics worked well.

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Mechanics Implementation

​Proceeding with my blockmesh design I worked on adding unique gameplay mechanics such as mele takedowns of AI guards, clue discovery, and numpad door security. â€‹

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Playtesting

https://youtu.be/PT6b54_4JZg

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With data and feedback from playtesters I was able to make small and significant improvements to help players feel connected to the vibe of my level.

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Level Design Concepts

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Leading Players

As the level starts players are given agency to pick a path forward through the alleyway or front entrance, which in turn changes the difficulty and the events and gate challenges they’ll encounter.

 

The fire escape and nightclub entrance both act as landmarks leading the player forward. Additionally, leading lines and eye-catching lighting along the street front and alleyway direct the way.

 

Players who chose the alleyway path are led forward with bright pipes and leading stair railings. 

Once they reach the roof, the leading lines of the bright pipes and roof vent guide them to sneak into the building undetected.

 

Players who enter through the front entrance will find a valve forcing them to continue through the club.

 

Once in the club the player again has the agency of selecting two paths through separate gates up the stairs or VIP lounge elevator. Leading lines on the dance floor and lighting pull them towards the landmark DJ performing on stage, where they can again pick a path through the gates.

 

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Gates and Lighting

On the dance floor the strobe lights, wall neon decorations, and stair railing lead the player to the gate.

 

In the main VIP bar room, the furniture is angled to direct the player to the bar which then has leading lines toward the keycard players need to pick up to get through the gate.

 

The players are guided with neon leading lines to the two rooms containing the keycard and vault gate.



On the 2nd floor, players are shown the exit with neon wall decorations pointing the way. The unique colors of the neon lights help the player determine this is the golden path to complete the level.



As the player escapes the club at the end of the level they again are led with objects and pipes creating leading lines towards the back of the building where their escape car is waiting. The box containers and enemies act as breadcrumbs leading the player around the roof to the exit.

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