overlook
Third person Action Adventure
Overlook is a stealth adventure inspired by the James Bond franchise. The level is set at a controlled military facility. The player must fight or sneak past patrolling guards to retrieve top-secret battle plans.
Introduction
Give the player meaningful choices throughout while keeping the mission linear.
Teach the player how to use stealth or brute force to complete the level.
Create combat areas that feel tense and keep the player on edge.
The goal
Solo project
6 weeks half time (4hours/day)
Unreal Engine 5
Breakdown
Advanced Locomotive System V4
External assets
Game trailer
Overview
First Contact
1.
Facility Reveal
2.
Cliffside
3.
Server Halls
4.
Rooftop
6.
Maintenance Room
5.
Cargo Bay
7.
The Generals Office
8.
Extraction point
9.
Level breakdown
Act 1
Opening Shot
This shot establishes the tone of the level and the radio tower acts as a Landmark for the player to follow.
First contact
A patrolling enemy on the outskirts of the facility serves as the first encounter, teaching the player that stealth will be necessary going forward.
A way in
An entrance to the facility is being guarded by enemies. This part teaches the player that patience and timing are key.
Act 2
Entering the Facility
The abandoned server hall acts as a decompression zone, allowing the player to search the area for loot.
Exploring the area rewards the player with loot.
Vantage Point
The window gives the player an overlook of the Cargo Bay, allowing them to study the layout and plan their approach to the encounter.
A way forward
A keycard is found, granting access to the roof. After looting a rifle and a silenced pistol, the player can expect action ahead.
Act 3
Rooftop
The player’s loadout allows for multiple approaches to the rooftop encounter.
This motivates the player to choose how to approach the rest of the level.
Cargo Bay
The area is heavily controlled by the enemy. The player must use covers to reduce sightlines.
This part acts as the climax of the level.
Extraction
Once the battle plans are secured, the player can safely exit the facility.
Production
Iteration and references
reflections
For this level, I wanted to create a focused, linear experience that blends stealth and combat while keeping a steady pace throughout. Inspired by the James Bond franchise, the idea was to design a space that guides the player forward while still giving them the freedom to choose how they approach each situation.
During this project, I learned that good design is not just about visuals but about creating a meaningful user experience and I am proud of how it turned out! I also realized the importance of iteration. My first ideas did not always work, so testing and improving the game was a key part of the process.