Alex GranerGame designer
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4-Player Mock Mission (Payday 2)

Tools Used: Unreal Engine 4, Photoshop
Made: April 22 - April 23, 2018
*White-box and level layout created in 
less than 24 hours*
Download Here: Playable .Exe
  1. Download the file
  2. Extract .zip
  3. Find "PlayableBuild" exe

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Project Description:
     This is a mock-level/mission design for a FPS co-op game like Payday 2. This level takes place along the Coast of Taiwan and the players play as US special forces tasked with opening the fortified doors to the Canal from inside the military port.

     The mission is designed to be accomplished in solo attempts and teams up to 4 players. The mission can also be accomplished using stealth and/or action tactics. If players get alerted at any point in the mission, the mission can still be completed if the players adapt quickly enough. The level also features changing variables, such as location/navigation of the general, AA Gun location, and enemy patrols and routes, keeping each play-through fresh and unpredictable.

     The entire map layout is roughly the size of a Battlefield 1 map (1km x 1km), but the portion I decided to white-box was the finale area, inside the Taiwan port. I marked objective location (or where they could be depending on the mission's layout) and enemy placements and routes for stealth play-throughs. I also marked spawn points for enemies if the players get alerted and the mission gets loud.

     To find out more about the level's mission, please read the Level Document below:
alexgraner_leveldocument.pdf
File Size: 176 kb
File Type: pdf
Download File

My Role:
  • Based on mission designs from multiplayer co-op game such as Payday 2 and Call of Duty Spec Ops missions, I designed mission and level to support changing variables and different tactics
  • Created level layout in Photoshop, marking potential objectives, routes, and events, supporting the narrative and varying play-styles
  • Created white-box port area to support stealth and combat options.
    • Marked potential enemy placements, patrol routes, and spawns for different AI states
    • Supports changing variables such as enemy placements, sub-objective crate locations, and main terminal locations
    • Elevation, structures, and props created to block lines of sight and offer points of cover
  • Created the level layout, level design document, and created port white-box in less than 24 hours
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Layout Key
  • Shades of Brown = Terrain (darker the brown, the higher the terrain elevation)
  • Orange Circles = Potential LZ for end-game helicopter to land
  • Green Circles = Areas General travels to
  • Pink Squares = Jeeps
    • Outlined in Red = patrolling enemy vehicles
  • White Lines = Roads/AI routes (3 -4 cars, 1 boat)
  • Grey Squares/Black Trim = 1-story structure
  • Grey Squares/Yellow Trim = multistory structure
  • Pink Circles = players
  • Ladder Icon = ladders players can climb up/down
  • Red Circle = enemy checkpoint (high alert area)
  • Light house Icon = Light house players enter and zip line into Port
  • Anti-air Icon = Where players disactivate/hack antiair weapon
  • Black Rectangles = Bridges leading to port’s security gates
  • Tree Icons = Dense areas of forest trees

Port white-box images:

Key:
  • Red Lines = AI navigation for stealth (soldiers and car)
  • Green Lines/Circles = enemy spawns/routes for attack waves via helicopters and vechicles
  • Orange Circles = Possible LZ for end-game helicopter to land at (3 potential locations)
  • Yellow Boxes = potential placements of sub-objective crates for extraction or destruction
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Images from inside center storage structure (designed as players' stronghold during attack waves)
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Main cargo yard and Watch Tower
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