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EVACUATION
PROTOCOL

Evacuation Protocol is a level blockout for a singleplayer first-person action game which takes place in a city at the start of a mass parasitic infection . Feedback and instruction led by industry veteran Tid Cooney.

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Level Designer
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2 Weeks
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Solo

Summary

Evacuation Protocol is a level blockout for a singleplayer action-survival game which takes place in a city at the start of a mass parasitic infection.

Core Gameplay

MELEE COMBAT

Eliminate the infected through close-quarters combat. Discover weapon upgrades that increase your dwindling chance of survival.

STEALTH
Gain the advantage by sneaking up on enemies and take them by surprise.

EVASION

Get out of the city and aboard the USS Viking ship. How much blood will you spill to get there?

Project Role

Level Designer

  • Created a level from the text document stage to refined blockout.​

  • Implemented basic scripted events and a sound pass to further convey my intention and mood for the player experience.

  • Conducted daily playtests with colleagues and implemented feedback.

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PLAYER START

Level Flow

Subway crash wakeup.

Explore construction site.

Gridlock encounter.

Subway crash wakeup.
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Garage encounter.

Point of no return.

Enemy ambush.

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Window grab.

Flee to ship.

Safely board ship.

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TENSION GRAPH

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DESIGN TECHNIQUES

One-way valve

By reducing backtracking, focus is emphasized on the path ahead. This also strengthens the player's sense of progression.

Pacing

I added combat encounters and scripted events in order to showcase the core gameplay. This helped me balance high-tension gameplay with lower-tension moments of environmental storytelling.

Multiple Paths

While the level is linear, there are opportunities for the player to express their playstyle. Completing an objective can be done in more than one way.

LEVEL BREAKDOWN

I designed five combat encounters for Evacuation Protocol. Here, I wanted to showcase the core gameplay. Therefore, the first three must:

  • Allow the player to choose how to approach enemies.

  • Present clear, multiple paths for direct combat, sneak attacks, or evasion.

  • Bring the player closer to their end-goal, The USS Viking ship.

I wanted the last two encounters to subvert the player's expectations. In order to achieve this, they must:

  • Introduce a reduction in player agency.

  • Dramatically increase tension.

GRIDLOCK

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GARAGE

Evasion

Sneak

Direct combat

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THE GARAGE

One problem I discovered is that the player can miss the melee weapon if they take the sneak path.

I solved this by placing a second weapon in the garage ahead.

  • Create and pitch design sketches
     

  • Align with team before creating in-engine blockouts
     

  • Conduct both internal and external playtests
     

  • Refine blockouts in response to feedback by colleagues and industry representatives
     

  • Place props throughout the level
     

  • Create and establish collaborative workflow using Unreal Engine's sublevel system
     

  • Close collaboration with artists in order to define the modular kit used to construct the level

THE GARAGE

The Garage

Enemy foreshadow

Direct combat

GRIDLOCK

Evasion

Loot

DERAILED

Sneak

Garage foreshadow

This second encounter is optional.

I reward the player for exploring the garage as well as reveal the weapon upgrade and foreshadow the enemies through the garage door.

If the player chooses to engage, they can successfully sneak attack one of the enemies. This provokes the second enemy, leading to a fight in a narrow space.

With limited mobility, succeeding here is rewarded with a weapon upgrade.

Garage Encoutner

DERAILED

Derailed topdown

GARAGE

Sneak

Direct

combat

Loot

Evasion

Sneak and direct path

The third encounter is the largest combat space and contains the most enemies. I designed it as a type of transition space. Soon, the player will lose their ability to exercise full control over how they approach enemies.

Players will also be introduced to new enemy behavior in the next area. Therefore, it became essential that I firmly establish familiarity here to provide a stronger contrast to the last two encounters which reduce player agency.

If the player chooses the evasion path, they will spot a previously concealed enemy hunched over a corpse. Players may ignore this enemy. However, the enemy will pursue the player if they get too close.

This makes platforming on the vehicles by the subway tense, and builds nicely into the next scripted event.

CLOCKWATCHERS

Clockwatchers

Sneak

Hidden
enemy

Derailed

After traversing the crashed subway car, I create a point of no return. The subway car serves as a nice narrow funnel, and brings the player into the administrative office of the train station.

 

The encounter is blocked out to give the player a false sense of security, as there is a hidden second enemy.

Sneak
Ambush

Once the player enters the space, the hidden enemy in the corner will ambush them.

My goal is to set new expectations of the player, and for them to discover new enemy behaviors.

PLATFORM 17

Platform 17

GARAGE

DERAILED

CLOCKWATCHERS

Surviving the ambush at Clockwatchers, the player discovers a balcony with a nearby platform.

Building on the previous encounter, I want to reinforce the irregular enemy behavior. Therefore, the player is grabbed by an enemy, and pulled through a window. This transitions them into a new, unfamiliar space.

Since the player is nearing the end, I wanted to increase tension and a sense of urgency. Therefore, all the player can do is run or die.

SCRIPTED EVENTS

One of my goals for this level was to deliver a tense action experience. Each scripted event delivers that tension through environmental storytelling, while also supporting my design techniques.

Points of No Return

Unleashing Chaos

Establishing Familiarity

EVACPROTO
ENCOUNTER
GRIDLOCK
GARAGE
CLOCKWATCHERS
PLATFORM 17
ROLE
LEVEL FLOW
TECHNIQUES
SCRIPTED EVENTS

WORKFLOW

THE TEXT DOCUMENT

Inspired by Steve Lee, I create a brief text outline describing the key features of my level. It serves a dual purpose:

1. At the start of a project, it helps me conquer the blank page problem. By formulating design goals, challenges, and questions, the level begins to take form.

2. Throughout production, it can be revised and polished in order to serve as a reference for the team and myself.

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WORKFLOW
THE DOCUMENT
THE SKETCH

THE LEVEL SKETCH

Topdown Sketch

The sketch serves as my statement of intent. I've discovered that it helps communicate my design and gives me a chance to align my goals with those of the team.

THE BLOCKOUT

THE BLOCKOUT

Modular kits are an essential part of my workflow. They help to provide a consistent scale throughout the level and make iteration quick and simple.

DOWNTOWN, ROUGH

DOWNTOWN, REFINED

THE OFFICE, ROUGH

THE OFFICE, REFINED

CONSTRUCTION SITE,
ROUGH

CONSTRUCTION SITE, REFINED

GRIDLOCK, ROUGH

GRIDLOCK, REFINED

DERAILED, ROUGH

DERAILED, REFINED

REFLECTIONS

REFLECTIONS

This project was a fulfilling experience in iteration and playtesting. I conducted multiple daily playtests and leveraged feedback to cut and add elements as needed.

I also used this project to practice working on the grid, closely following metrics, and ensuring the level had consistent and believable scale.

The greatest challenge I faced was my tendency to add excessive elements to the level which did not hold up under scrutiny. It became easy to add more enemies or scripted events. However, feedback helped focus my design on details that directly and significantly contributed to the intended player experience.

Overall, I am happy with this level. The feedback and guidance I received from Tid Cooney was a defining moment in my level design career.​

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