The Persistence - Mission 02 - “Repair the Stardrive

Overview

After coming onto the project late into production I was tasked with making and scripting a re iteration for “Repair The Stardrive”, the second

level of the main story arc. The level was already designed out and a basic level of scripting was already done, I was responsible for

iterating with a improved map layout, further scripting the level gameplay scenarios and narrative. The level was the introduction to use a

particular weapon, “The Valkyrie” in a unique way with the ability of unlimited ammunition. With this in mind I planned out some design

goals which would improve the overall mission.

  • Introducing and involving the main mission weapon at the start with a interesting puzzle sequence to show how it works.

  • Introduce new level Berserker enemy type.

  • Introduce new level Engineers enemy type.

  • Revise player path for better player control.

  • Improved balancing enemy encounters

See below for more detailed information.

Platform:

PS4, Playstation VR

Tool Used:

Maya, Unreal 4 Editor

Duration:

4+ Months

Team Size:

20+

Role:

Level Designer



Gameplay video

Here is a full play-through video, showing the scripted events, final and changed level design and pacing which I had iterated from the original design.

Running time: 5 minutes


Level Map

Level Map. (Click image to Expand )

FInal greybox map layout. (Click image to Expand )


Detailed info

Level Design & Building

  • Adjust level geometry to improve player movement flow.

  • Refine level geometry built using custom modular library within Maya to keep to correct metrics.

  • Work with level artist to make sure the overall vision was met.

  • Place level objects and cover points.

  • Place decals to aid the player navigate through the level.

  • Work with gameplay programmer to adjust level geometry and collision for map client secondary screen app.

Scripting

  • Additional bridge puzzle sequence to introduce “The Valkyrie” at the start of the level.

  • Hook up custom animations throughout level (Broken bridge at start of the level, fuse box door, activation of igniter rings, exit bridge).

  • Checkpoint markers for player direction.

  • Mission objective setup.

Combat

  • Balance enemy wave encounters.

  • Igniter wave counters

  • Place AI paths, triggers, spawn points.

Story and Dialogue

  • Worked with the Game Director to add additional dialogue for beginning puzzle sequence that was needed.

  • Integrate and trigger Zimri/Serena conversations, hints and misc dialogue.