top of page
Search

Week 7

  • michael71510
  • Aug 28
  • 3 min read

I began week 7 by learning how to make and implemented a scripted sequence for a metropolis NPC. In this sequence a Metropolice Trooper kicks down a door (Orsvärn. 2009). This occurs as the player walks through the apartment and marks the start of the first combat sequence or ambush (See Figure 9). Made the design choice to create this sequence because I thought it would be the quickest and most effective way of make the experience feel more cinematic, and emotive. With this specific scripted event, I wanted to generate drama and shock to make the feeling of being abruptly ambushed a more emotionally invested player experience.

 

Instead of making it so the player escapes the same way they came in, I have decided to make the player escape via the rooftop. I have chosen to make this change, as I feared forcing the player to backtrack would feel controlling, anticlimactic and lead to a drop in the emotive drama I created with the scripted event. Additionally, the layout for the alleyway section was only designed for the start of the level. Therefore, I felt that its potential to be expanded it to include puzzle elements or combat was quite limited. Especially without compromising its original purpose as the starting area. 

 

ree

Figure 8: A screenshot of the blocked stairwell leading to the rooftop

 

I decided to use my new idea to create a puzzle with the gravity gun. Figure 8 shows several obstacles that block the staircase to the roof. I chose to do this to create a puzzle where the player must use the gravity gun to move each obstacle before getting past. I think this was a good design choice because it forces the player to proceed down the corridor (behind the camera) to the room where the metro police and gravity gun are (See Figure 9). I think this was useful and it allows me to create a challenge for the player to overcome before unlocking the gravity gun. This should make the player feel more rewarded when they figure out how to get past this problem. 

 

ree

Figure 9: A screenshot of the room with the combine, scripted event and gravity gun

 

Designing the rooftop as an open space evidently contrasts with the claustrophobic interior of the stairwell and apartment. I am intending for this choice in layout to help player feel as if they have made progress towards escaping the combine.

 

Furthermore, choosing the change the escape route onto the rooftop has also granted me far more opportunities to create interesting and moderately challenging combat scenarios and implement the gravity gun into said scenarios.


The main design choice I have taken here is using explosive barrels with and without grav gun (See Figure 10). My hope is that giving the player explosives as a tactical way of taking out enemies, will help keep up the intensity of the fight, while simultaneously giving the player an opportunity to use the gravity gun as a weapon. This will make the level feel more like HL2.


I decided to place two barrels in case the player doesn’t see the first barrel, and to make its purpose as a projectile clearer. Much like in HL2 the player will also have multiple options on how they use these barrels. The player could either use the gravity gun to throw the barrel, which is the intended way for it to be played. Or the player can simply shoot it to blow it up. My goal here is to try and make the gameplay feel similar to the actual game by having the player think on their feet and make their own choices. 

 

ree

Figure 10: A screenshot of the rooftop combat encounter


Following this brief combat section, I have decided to make a jump over to next building where the level will continue (See Figure 10). Currently I am planning for the level to end with the player entering the neighbouring apartment and moving down the stairwell where there will be one final big gun fight with close range weapons (SMG, shotguns). I want to design the level this way so I can showcase my ability to design different types of combat and give myself more opportunity to incorporate the gravity gun.

 

Next week, I will have a playtesting session. I will be using to test out what I have made so far. Following my development plan, I would say I have made roughly 40% of the level, so this will be a great chance for me to test the quality and enjoyment of the level. 

 
 
 

Recent Posts

See All
References

Project: All work in this level was created by myself  (Michael Sanderson, 27 th  April 2025) using only the resources available to me...

 
 
 
Project Reflection

Looking back at this project, I believe that I was able to learn a lot about how to design scripted events, puzzles and set up combat...

 
 
 

Comments


Lets keep in contact!

Contact Details:

  • Instagram
  • LinkedIn

123-456-7890

500 Terry Francine Street, 6th Floor, San Francisco, CA 94158

© 2035 by Michael Sanderson Level Design Portfolio. Powered and secured by Wix 

bottom of page