Role:

Level Designer

Engine:

Unreal Engine 5

Focus:

Stealth Gameplay, Player Guidance, Multiple Routes

Playtime:

10-15 minutes

Mall Infiltration - Level Design
Project Overview:

This level is set inside a gang-controlled shopping mall.

The player must enter the building, move through enemy-controlled spaces, and reach the top floor to rescue a hostage. The level is designed to support different playstyles, but the focus here is on stealth.

The goal was to build a space that feels real and easy to read, while still giving the player freedom to choose how they move.

Mission Flow:

Arrival → Disrupted Station → Track the Robbers → Gunfight Aftermath → Breach Point → Failed Heist → Escape Trail

Level Layout:

The level is built as a connected space with multiple paths.

The player is not locked into one route. Instead, paths loop around and connect back into each other. This helps the player recover if something goes wrong.

The stealth route avoids busy areas but still keeps tension through patrols and open sightlines.

Showcase image
Design Approach:

The main focus was player choice.

The layout gives different ways to reach the same goal. Some paths are safer but longer. Others are faster but more dangerous.

Each route changes how the player moves, what they see, and how they deal with enemies.

Key Features:

Multiple Routes
Different paths let players choose between safer or riskier approaches.

Verticality
Multi-level design adds depth. Higher areas give vision but increase exposure.

Player Guidance
Light, shadow, and props guide movement without UI.

Environmental Design

Iteration & Challenges:

The level went through several iterations to improve flow and clarity.

Early versions were more linear and harder to read. Through feedback, the layout became more open with better route options, clearer paths, and improved enemy placement.

A key challenge was balancing player freedom with readability. The design keeps the objective visible from multiple points while still allowing flexible movement. Scale was also refined to support both open navigation and tight stealth gameplay.

Mentorship & Feedback:

This project was mentored by Tid Cooney, Lead Level Designer (CD Projekt Red, CI Games).

The feedback focused on strong iteration and clear improvement across versions. The level was noted for its open and flexible layout, with multiple routes that support player choice.

Environmental elements like crates and props were effectively used to shape paths and guide movement.

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