Tres Rocas
Action/Adventure Level Design project
Overview
Tres Rocas is a level design inspired by games such as Uncharted, Shadow of the Tomb Raider and Far Cry.
I wanted to create an introductory level that introduces the three core pillars of my game: movement/climbing, stealth, and combat.
Tres Rocas is an unknown location in the Venezuelan Amazon Rainforest. It is a rocky jungle mountain area next to the Orinoco River, a perfect hiding place for the Orinoco militia. Our mission is to liberate the hostages they have taken and hidden in their base.
Tres Rocas Gameplay
Goals
Create an experience of suspense and mystery through the setting, setting and history of the location where the game takes place.
Demonstrate skills in level design, environment puzzle design, level pacing and game design.
Working with different player guidance techniques.
Work on implementing a good lighting setting.
Integrating story elements into gameplay enhances immersion and tension.
Lighting and sound design heighten atmosphere and guide player focus.
Level design subtly directs players using visual cues and pathways.
Resource management mechanics add tension and strategic decision-making.
Visual feedback through HUD elements keeps players aware of their vulnerability.
Learnings
Level Design Process
1. Research
2. Paper Design
3. Level Layout
4. Iterative Process
Paper Design (First concept/idea)
1st Section
The design intentions behind the first section of the level were to introduce the first core pillar of the game: movement/climbing.
The gameplay of this first section is based on exploration and adventure-style gameplay inspired by games like Shadow of the Tomb Rider or Uncharted.
Towards the end of this section, the goal is to introduce briefly combat and stealth, allowing players to learn these two core pillars that will be learned in the next section, through a simple objective that will become more complex as the game progresses.
1st Section Gameplay
The design intentions behind the second section of the level were to introduce the other two core pillars of the game: stealth and combat.
The gameplay of this second section is based on stealth and combat. In this section we encounter three encounters against the militia, each following the pacing set up for the user to have a great gameplay experience. In the first encounter, we introduce the player to stealth and stealth finisher. In the second combat, we introduce cover and weapon combat, giving the player different tools, such as explosive barrels, to overcome the combat. In the last encounter with the militia of this section, we increase the combat difficulty and reward the player with a better weapon for the next section.
In addition, we introduce resource collection and reward exploration with resource chests.
2nd Section Gameplay
The final two sections of the level are designed to bring together all the key mechanics and strategies the player has learned, pushing them to their limits.
The goal is to create a semi-open area near a critical cave, where players will face the militia high command in diverse combat scenarios, from close-quarters skirmishes to long-range firefights. The terrain is designed to encourage tactical exploration, offering opportunities for stealth, climbing, and using the environment to gain an advantage. Resource management is a core focus, with limited ammo, explosives, and weapons strategically placed to challenge the player.
The intention is to force players to balance confrontation with stealth, testing their ability to make critical decisions under constant pressure.
By the end, the player will feel a strong sense of accomplishment after defeating the high command and rescuing the hostages, capping off the most intense and emotional part of the level.
3rd Section Gameplay
Final Level Layout (In-Engine)
2nd Section
3rd and 4th Section
Conclusions
This level design strives to take players on an immersive trip through thoughtful consideration of player emotions, the smooth integration of traversal mechanics, fluid transitions between the many level areas/sections, and well-placed narrative components.
My goal was to produce an experience that is both visually striking and emotionally impactful, taking cues from the Uncharted series.
Every aspect of the game, from thrilling combat confrontations to tense but captivating exploration sections, was thoughtfully designed to captivate players and make an impact.
I learned so much throughout the creation of this level, and I had a great time at every stage of the process.