Level Design Study:
Ghost of Tsushima
Overview
design intent
Project: Ghost of Tsushima, Mongol Camp Blockout
Role: Quest/Level Designer
Team: Solo
Duration: ~2 weeks
Tool/Engine: Unity
After completing Ghost of Tsushima, I was blown away by how the combat areas are chock full of player choices on how to engage a space. Inspired and wanting to improve my level design skills, I decided to do a study on how to create a small Mongol camp scenario to achieve my learning objectives.
OBJECTIVES:
Learn how to design a stealth scenario for an open-world action-adventure game that supports multiple approaches and player choice.
The level should be accessible from multiple angles.
Breakdown
Design brief
Before even doing anything in the engine, I created a design brief to act as a guideline for when I start blocking out the level. This allows me have a clear overview of the objective of this level, as well as providing me an easy reference point to ensure the level remains on track.
Gathering references
sketching & Initial Layout
After sketching out the layout, I laid it out in Unity and realized the space was too small to support a lot of gameplay. While there are multiple options and paths for the player, I wanted to push it further. So I expanded on the level.
full blockout
full blockout
There are multiple routes the player can take to enter the market, apart from the main entrances of course. These alternative entrances provide the player with a more stealthy approach.
Route 1: Through the Storage Area
Head to the left side of the camp
Notice a tall grass patch leading to an opening in the fence
Enter the camp
Make an easy assassination
Route 2: Through the Back Market
Notice a tall grass patch on the right of the main entrance
Observe mongol guards positions through the gaps in the fence
Enter through the break in the fence
Make an easy assassination
Route 3: Back Market Vantage Point
Head to the right side of the market
Notice a rock with grab points
Climb the rock and jump to the nearest stall roof
Assess the area and make an assassination
Decision Points
Decision Point 1:
After assassinating Enemy 1, the player can choose to use their bow and kill Enemy 2.
Or they can ignore enemy 2 and move on
Once ready to move on, they have a total of 4 paths to take.
Decision Point 2:
The player can climb onto the rope above them and move above Enemies 1 & 2 to double assassinate them
Or use the ropes to move past them without being seen
Once ready to move on, players have a total of 3 paths they can take.
Decision Point 3:
The player can use a few ways to engage this situation.
Method 1:
Jump down to the nearest grass patch and assassinate Enemy 1
Use their bow to shoot Enemy 2
Sneak behind Enemy 3 and assassinate him
Method 2:
Jump down to the nearest grass patch and assassinate Enemy 1
Move out of the camp and enter from the break in the fence to easily assassinate Enemy 2
Use their bow to shoot Enemy 3
Method 3:
Traverse to the top of the Mongol hut
Use a firecracker to gather all 3 enemies to one spot
Triple assassinate them
learnings & takeaways
Despite it being my first time designing an open-world level that supports multiple playstyles and decisions, I am happy with how it turned out. It is by no means a perfect level and there is still much to improve. The lessons that I have learned through this mini-project will definitely serve me well in my future projects.
Things that went well:
Achieved my goal of providing multiple approaches, from entering the market to moment-to-moment gameplay
Achieved a sense of place even if its just a blockout
Some things I plan to improve in my future blockouts:
Try to challenge the player differently in each section of the level
Better estimation of the space required
Certain entrances are quite tight which affects a third-person camera. Keep that in mind for future third-person project blockouts.
Once again, I am happy with the result of this blockout and I had a lot of fun making it. I am excited for my next blockout equipped with my new knowledge! Hope you enjoyed reading about my processes and I'll catch you in the next one. Peace!