Designing a Stealth Encouter - Devlog #1
An Analysis of my inspirations
Today I'm analysing Hitman & Dishonored 2, which are Stealth Games I consider to be some of the greatest in the genre, to see how they present their stealth encounters & to learn how I can present them in my Level.
While analysing the encounters, I learned:
- How to present & frame a Stealth Challenge
- How to guide the player through a Level using cover & framing of Stealth Encounters
- Different ways to present challenges
- Different types of cover (Plain boxes/sheets to hide behind, using elevation as cover, etc.)
- Less Guards, placed with interesting paths and easily observable for the player, make for more interesting and less overwhelming challenges than just having many different guards roam around the area in a very confusing pattern.
The Images shown up there are perfect examples for the design thinking & Challenge Framing that I want to incorporate in my Level.
This talk by Steve Lee: An Approach to Holistic Level Design, also gave me a great Idea of how to approach designing this Level & with what Intentions:
Get A Recipe for Disaster - Stealth Level
A Recipe for Disaster - Stealth Level
So, you want to be an Agent? We will first have to examine your skills, before we can recruit you for our business...
Status | Released |
Author | Lionel Backes |
Genre | Action |
Tags | 3D, Exploration, Game Design, Sandbox, Short, Singleplayer, Stealth, Third Person, Unreal Engine |
Languages | English |
More posts
- Implementing the Stealth Mechanics - Devlog #2Apr 16, 2024
- Applying some Polish - Devlog #7Apr 16, 2024
- Ladies and Gentlemen, we have Gameplay! - Devlog #5 & 6Apr 16, 2024
- Designing the Set Piece - Devlog #3 & 4Apr 16, 2024
- Reworking my Old Stealth Level - Devlog #0Apr 16, 2024
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