Isolated - Singleplayer Titanfall-Inspired FPS Mission

Project Length: 2 Months | Team Size: Solo Project | Tools Used: Unity, FPS-Engine Asset Pack | Role: Level Designer

Overview:  A movement/parkour single-player FPS level, made in Unity.

Level Showcase:

Project Goal

My goal for this project was to create a portion of a singleplayer FPS level that emulates the feel and flow of the areas and levels found in Titanfall 2 and it was entirely meant to be a personal learning experience for me.


This was one of my first independent level-design projects, so to me, this project was less about the final product and more about learning about my current skillset at the time of designing the level to reflect on what skills and design principles I had to prioritize improving on first, before trying out larger or more ambitious independent projects.


This blockout contains the first 1/4 of the mission, where players are tasked with escaping from the IMC patrols located within the collapsing city. Their goal is to reach the gates leading out of the city, which would lead to the next section of the level. 


Level Playthrough

FloodTown_Demo.mp4

Design Goals

Subtle Guidance & Smooth Flow:

 I wanted each encounter to smoothly transition into the next by foreshadowing the next encounter and allowing players to use their intuition to figure out how they need to get there while offering areas that are still linear enough to funnel the player to where they're supposed to go. Since this is meant to be a story mission, allowing some non-linearity is good for the player experience, but the design is still meant to lead all players to the same area at the end of an encounter.


 Multiple Approaches to Encounters:

 I wanted to try designing each beat in a way that presents players with an area where they can see most (but not all) of that section of the level and give them the chance to decide their approach. While the intention is still to guide them towards the next level beat, I wanted to offer subtle ways that players can use their own style during traversal-focused sections of the level and in combat-focused sections by offering cover-to-cover areas that encourage stealth or slower-paced tactical fighting while still having an environment that players can sprint and zip through to quickly take out enemies guns-blazing if they want to.


Recreating the "Titanfall Feeling": 

One goal that I knew would be a challenge to take on was to modify the asset pack character controller and re-balance some of its values to feel more slick and fast like pilots do in Titanfall since the aim was to design a level experience that feels like a Titanfall campaign mission. By playtesting and tinkering with the player's movement stats, I was able to get pretty close to the feeling while adding my own flair (triple boost jump.)

Level Design Process: 

Level Pre-Production:



Figure 01: First Draft Sketch

Early Prototyping & Testing:



Takeaways: