The player plays a famous thief, in the first person, with the objective of stealing the collector’s item from a rich nobleman. he will have to manage to enter the building discretly and come out to bring the piece to those who can give him a good price for it.
What did i do ?
Creation and editing of documents.
Creation of a prototype.
Narration
Creation of the blockouts of the Level design.
Implementing level design and game features.
Designing the Mission.
Designing AI
Tools used
Download
Documentation
Mechanics
Interaction
The player can interact with NPC that he meets to maybe have a quest or a lore discussion. His answers influence the discussion.
LockPicking
The player can pick locks found on window doors and chests. To do that he must find the vibration of the controller by moving the hooks.
Crouch / Hiding
The player can crouch which allows him to pass through tighter spaces and also to be able to hide under decorative elements.
Capacity
The player can charge an ability thanks to the materials he collects, which encourages him to explore and steal. This ability allows him to get rid of a guard and free up access paths. The guard’s hazardous propulsion can create reactions in other AI it can be usefull to disturb some more AIs.
Map
When the player has successfully completed the first part of the mission, he obtains a map of the mansion in which the object he must steal is located.
Level Design
Process - Paper Work
The 1st phase was paper work, then I transferred and clarified it on a 2D numeric map with a document exposing my intentions and the flow of the level, with visual references.
Process - Block Out
Secondly i blocked out with simple geometry to find scale and test player movement.
Process - Modules
After that, I replaced the blockout with modules to make the level clearer and more readable.