This is a work in progress.
Level Design practice
Far Cry 5 editor (Dunia Engine)
Goals
- Work with the Far Cry 5 editor
- Pacing, framing, and navigation
- Use the scripting tools
- Build a mansion with several rooms and possible encounters
- Build a fully playable level
Level Overview
Game Mode: Bounty Hunt
Objective: Find your primary targets, kill them and escape the island.
TPS, Stealth.
I’ve wanted to train the Far Cry 5 editor which is a great tool for Level Design and script training. I’ve started to write the main goals and places of interest in the level. After that, I begin to draw different maps and layouts. How many different paths for the player? How to reward exploration and stealth? Then I jump into the editor to test a few things, starting with the global shape of the island. I draw the main roads/pathways, put the major volumes and obstacles and test it. If it’s too long, I reshape the island. After the global shapes are done, I work section by section. The spawn point is at the top north of the island so I place 2 basics knives and a health pack for the player (Player starts the level without any weapon). I tested different positions and orientations for the first enemy encounter to allow the player to kill him easily but yet keep this dangerous/stormy/stressful atmosphere. Once this first section is done, I move to the next one. At each step I test the full level: how does it work between sections? Is it too long? Did the player can constantly know where to go?
I run some tests with the wanted weather (stormy and foggy) to check on visibility and objectives.
Walkthrough & Macro Nodes
- Pick-up weapons and health pack
- First enemy
- Group of enemies
- Use the quad to get to the mansion
- OR find the hidden turret
- OR Use the cliffs to approach the mansion
- Break in the mansion & kill the targets
- Escape the island
Screenshots from the player view
Greyblock process
First Paper Designs & Layouts
Moodboard for architecture, lighting, and atmosphere