Introduction
My Role: Level Designer
Genre: Action Adventure/Blockout Level Engine: Unity Team: Solo Total Time: 2 weeks The blockout model of this level has been realized in Unity through Probuilder with the purpose to recreate the Star Wars Outlaws level shown during the Ubisoft Forward event in June 2023. Star Wars Outlaws is a 3D Third Person Action Adventure game, developed by Massive Entertainment and published by Ubisoft under license by Lucasfilm Games. Furthermore, this project has been added with an ananlysis that aims to dissect the initial scene from the Star Wars Outlaws trailer, with a focus on level design and identification of potential issues. It’s important to note that this analysis is solely based on the video trailer and personal interpretations and preferences. The trailer likely showcases an early stage of the game’s adventure, as is typical for initial trailers of this nature. |
|
NOTE: If you encounter problems viewing the pictures on the page, please refresh the page.
Play the game on Itch.io!
The following blockout level presentation has been made as a following of the analysis that you can find in the document at the right or in the video analysis at the top of the page.
|
Blockout Level
Before show anything it’s important to remark how this blockout has been realized just with the vision of the trailer and expanding all those areas that were not shown in the presentation. As such there is no knowledge about Kay and Nix’s abilities or weaknesses, enemies’ patrol or environment characteristics.
Unused Doors
The trailer reveals a series of doors on both the first and second floors, and it’s intriguing to speculate how they might be interconnected or where they might lead.
The first path built, carved into the rock to the east of the structure, connects three doors:
- The first door is in the background when Kay is deciding which action to have Nix perform;
- The second door is visible on the first floor when Kay is shooting near the exit;
- The final door leads to a large room at the highest point of the entire structure, visible at the beginning of the level or when Kay is hanging onto the box.
The first path built, carved into the rock to the east of the structure, connects three doors:
- The first door is in the background when Kay is deciding which action to have Nix perform;
- The second door is visible on the first floor when Kay is shooting near the exit;
- The final door leads to a large room at the highest point of the entire structure, visible at the beginning of the level or when Kay is hanging onto the box.
All these spaces are interconnected by a single path that can guide the player in different directions.
The design alternates between wider and narrower spaces, giving players a sense that the map may contain various secrets and hidden passages.
For instance, as seen in the trailer, if players move rightward and instead of taking a lift with the box, proceed through the door in front of them, they could descend to the same position as the box or ascend to confront a patrolling enemy but gain an optimal view of all possible actions in the level.
For instance, as seen in the trailer, if players move rightward and instead of taking a lift with the box, proceed through the door in front of them, they could descend to the same position as the box or ascend to confront a patrolling enemy but gain an optimal view of all possible actions in the level.
Another door seen in the gameplay is located near the exit, leading players to speculate about alternative routes to reach their destination. In a few brief frames, it’s possible to see how this door connects to a ramp behind the main room of the building.
This path was created while respecting the same proportions and layout, but I tried to imagine how players might reach that point. This leads us directly into the next section.
Ideas implemented
To reach this final door, players might prefer an approach that leads them to the left side of the map rather than following the path shown in the trailer.
From this advantageous position, players could see how this path could lead them directly to the exit but also be discarded by a higher concentration of enemies on that side.
The entire structure is designed to vary gameplay pace, compelling players to navigate up and down through different layers of the building.
From this advantageous position, players could see how this path could lead them directly to the exit but also be discarded by a higher concentration of enemies on that side.
The entire structure is designed to vary gameplay pace, compelling players to navigate up and down through different layers of the building.
So if there are many enemies on a higher position on the right side but only one on the first floor, I imagine there would be more enemies on the first floor on the left side since there isn’t a higher floor for enemy placement.
This would discourage players from immediately reaching the ramp leading to the exit.
So I shaped the level in this way:
If players decide to descend from their current platform at the beginning of this area instead of going right, they could essentially go left or right once on the first floor.
This would discourage players from immediately reaching the ramp leading to the exit.
So I shaped the level in this way:
If players decide to descend from their current platform at the beginning of this area instead of going right, they could essentially go left or right once on the first floor.
Going forward upon the central platform could be risky since players could be seen by everyone. Going right could lead them to either end up in the same position as shown in the trailer or, as I imagined, below the box hanging to the rail could be a path leading players inside offices within this structure
From here, players could find another exit that brings them into an advantageous position and also allows them to collect important items for their quest. In this way, player exploration is rewarded.
If players decide to go left after descending from their initial platform, they will encounter many enemies. This could be an important moment to use Nix’s abilities again. In fact, I placed another button similar to the one upstairs that could distract enemies. This way, players can create a clearer path and face fewer enemies.
Both routes lead to the same ramp. However, it’s also important in this section to reward player exploration, especially if this last path is more challenging. Therefore, next to this ramp I placed a blaster that could help them defeat more easily the final guard present at this stage.
In this way, the player has different approaches: some of them are visibles (like the two buttons), while others are not immediately apparent but reward the player’s exploration providing better views or important quest items.
If players decide to go left after descending from their initial platform, they will encounter many enemies. This could be an important moment to use Nix’s abilities again. In fact, I placed another button similar to the one upstairs that could distract enemies. This way, players can create a clearer path and face fewer enemies.
Both routes lead to the same ramp. However, it’s also important in this section to reward player exploration, especially if this last path is more challenging. Therefore, next to this ramp I placed a blaster that could help them defeat more easily the final guard present at this stage.
In this way, the player has different approaches: some of them are visibles (like the two buttons), while others are not immediately apparent but reward the player’s exploration providing better views or important quest items.
The rest of the Level
The entire level has been designed based on what is seen in the trailer, with minor modifications for sections that lack footage or could benefit from improvements. For instance, I introduced a new box near the one that the player will use as a lift, and it automatically starts moving once the player is close enough.
When the player approaches the button, I simulated Nix’s action of pushing the button.
Check the other projects!