“METRO STATION”
(CYBERPUNK LOCATION / OUTPOST)

Level Design Exercise (Personal Project)

  • I set out to design an open-world mission location that would work in Cyberpunk 2077 (as the central location for a story mission outpost that would need to be cleared out, comparable to Wraiths Outpost Compound / Grand Imperial Mall / Arasaka Compound)

  • It needed to support a 360° approach by players (multiple entry and exit points, including vantage points, and pathways to engage and disengage)

  • Outpost Goals / Pillars

    • Vantage Points

    • 360° approach

    • Supports all playstyles

    • Unique Opportunities based on Perks

    • Security Cameras

    • Hackable Objects

    • Zones, areas to conquer as a player

    • Interior / Exterior

    • Verticality

    • Locked areas/doors/pathways to unlock

    • Varied Entry points

    • Loot & Rewards

    • AI Patrol paths/positions

    • Cover spots for Gunfights

  • It needed to support multiple playstyles & player strategy preferences, as featured in the game design of Cyberpunk 2077

    • Melee; Weapons - Short, Mid, Long Range

    • Gadgets, Explosives

    • Brute, Tanky

    • Netwrunner, Quickhacking

    • Fast, Mobility

    • Stealth, Guns Blazing, Balanced

    • Theme Description (based in Cyberpunk 2077):

      • The fanatical Maelstrom gang acquired/took over and fortified an NCART subway station. They seek to utilize the base and its NCARTS for their next high-stakes heists, sending them into the city’s metro system and tunnels.

        The player can come across this outpost as part of a Regina Jones Job, to clear out the Maelstrom threat. It is given by this NPC, who wants to stop what Maelstrom is up to and prevent their machinations.

  • Gameplay Ingredients which are supported/taken into account

    • Player Mechanics

      • Movement (crouch, sprint, slide, plus other traversal options such as ladders)

      • Gunplay / Weapons (all ranges)

      • Traversal & perk interactions (force open, hack open pathways with actions like dash, super jump)

      • Scanner, Vehicles, Hacking

      • Destructible windows, security doors, security cameras, ammo vending machines

    • Player Perks

      • Body, Cool, Intelligence, Reflexes, Technical (specific perks open up new gameplay opportunities)

    • Enemy Types & Archetypes

      • Ranged, Melee, Fast Melee, Heavy Melee, Shotgun, Fast Gunner, Heavy Gunner, Netrunner, Sniper, Android

      • Behaviors: Reckless, Aggressive, Balanced, Defensive, Cautious

  • Layout & Blockout Notes

    • Lots of verticality & three zones

      • Outside of the compound, city streets

      • Metro station exterior (compound exterior)

      • Metro station interior (main building)

    • Lots of climbing, and vaulting pathways across the compounds, varied traversal

    • Vantage point(s) for previous “scan” / observation of compound (where you spawn, e.g.)

    • Looped pathways, no dead-ends, chosen paths lead to other loops/opportunities (top-down layout)

    • Varied sightlines (long-range sniper, mid-range assault, short-range shotgun/melee/pistols, ranged hacking/net running)

Time: ~10 Days, a 1-3h a day

Theme: Metro Station

Assets: Placeholder & Blockout Meshes

Engine: Unreal Engine 5.3

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Hinterland (2021 - 2023) - Cyber Manatee GmbH

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