| Prison Level Blueprint |
Our aim was to convey this feeling of tension without changing the mechanics of the basic gameplay too drastically.
We knew the prison level would require a strong design to pull this concept off. The plan was to create a set of illusionary choices; offering different paths, one leading to a large well lit room full of guards and the other leading around that room through a darkened corridor. The player doesn't have weapons to fight for the first half of the level, which makes the well lit rooms far less favourable. Due to this, the choice of well lit rooms full of guards vs. darkened halls quickly dissolves into a calculation in which the only answer is the safe routes. After two of these "avoidance scenarios," when the player has learnt the answer is to avoid guard-filled rooms, they find themselves in the rafters above a large room filled with guards. They must carefully perform feats of platforming to activate a distraction in the next room over.
At this point the player can move through to the next room and pick up their weapons and to their escape.
To model the level we used the Platinum Arts Sandbox to create a basic blocked out model of the level and to separate sections to smooth out the pipeline for texturing. From there we put the level into the Unity engine to place assets and set up triggers for story and game events.
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