Foundations of Work Done (Weeks 4-5)
This week, I have been working on modifying the “courtyard” of the hospital. I figured that the layout might be too big to traverse for the player, therefore I decided to subdivide it into 2 spaces with clear markings that subtly direct the player deeper into the level. The spaces are divided by cleverly placed props of large vehicles, mimicking a post-pandemic environment where people would haphazardly leave their vehicles in an emergency.
I have also colour-coded the assets with distinctive colours:
- Meshes
- Orange: Cover props
- Yellow: “Affordance” visual cue that indicates a climbable prop
- White: Static props
- Blue: Resupply boxes
- Enemies
- Red: Assault (Standard enemy archetype)
- Purple: Rusher (Runs to player)
- Yellow: Sniper (Snipes from a distance)
- Green: Thrower (Throws grenades at player)
Top View





Player View From The Start
In this screenshot of the first portion, the path directs the player towards the far right side with a placeholder direction sign and a semi-bright light. This light might be replaced by a burning barrel.
Here you can see 3 enemies huddled by another burning barrel just in front. In the Division games, enemies often might travel in groups of 3 or more, which prompts the player to use a weapon with an area of effect radius. I have decided to incorporate that into my level as well.


Player View From The Next Section
In this next screenshot, the path directs the player towards the entrance of the hospital. You might’ve noticed that the building itself seem smaller than its real life counterpart. I did this on purpose because I didn’t want to turn the level into a “walking simulator”, and to keep the gameplay flow interesting.



Building Layout
I have also moved the upper half (high rise portion) of the hospital to the side for two reasons.
- The previous rooms leading up to the upper floors could be modeled easier without needing to shift the buildings around every now and again.
- The upper floors and its rooms will be separated into individual levels away from each other. Each room section will be divided by a “loading screen” such as a lift or other traversal methods that will act as a loading screen.
Resupply Boxes
I have also added “Resupply Boxes” coloured in blue and will be placed in strategic locations without overwhelming the player, such as at the start of each sections of the map.



Goals for Next Week (MoSCoW Method)
My goals for next week remain unchanged from the previous week as I feel that these goals are consistent for every part of level design.