Work Done (Weeks 8-9)
I’ve been making significant progress in ensuring the level’s different areas feel cohesive this week! I shared recorded gameplay with a few people, including both fans of the genre and those less familiar with it, and gathered their feedback. They have noted out the areas of improvement to which I have taken note of and will work on over the Spring break as final touch ups.
So far, I’ve finalised the first few areas leading up to the Large Atrium by adjusting enemy placements, rearranging props and cover spots. I also added the explosive barrels in locations where enemies tend to cluster.
I have also updated the level’s intensity chart with more suitable names for each area.
Updated Intensity Chart

Additionally, my lecturer suggested incorporating more direct visual cues in the Large Atrium to guide players toward the end, rather than relying on environmental hints alone. Initially I had a bit of a creative block while thinking of ways to design this until I did some research of my own by looking at how architects design real world spaces.
The current design of this area is just a draft which I will continue to improve over the coming days. I have started on a “leading lines” visual cue on the ceiling inspired by the ceilings of architectural renders of buildings.
Reference


Current Ceiling

This time, I have made 2 videos to showcase the current level in its entirety. The first provides a quick overview, while the second one focuses on the final sequence, boss spawning cutscene, and the exit.
Overview
Final Sequence
In the boss fight area, enemies will spawn in two waves. Players must eliminate RPG enemy from the second wave (marked in light blue) before the boss crashes in with a van loaded with explosive barrels, blocking the exit. The exit will only become accessible once the boss is defeated, as players will need to use a remote dropped by the boss to destroy the van and clear the way.*
*As of now, I’ve only partially recorded this section, but I plan to complete it next week. For now, I’ve placed a trigger box to simulate the enemy’s death and activate the boss cutscene.
Goals for Next Week (MoSCoW Method)
Must Have
- Finalise mission design with the plugin Ant gave in a lecture.
- Video draft.
- Finalise Large Atrium.
Could Have
- Basic AI enemy movements with level sequences.