Level Design

Last Updated: 2024-11-10

Overview

The level design of Project Silence is focused on creating immersive and engaging environments that enhance the player experience. Each level is carefully crafted to provide a unique and challenging gameplay experience, with a focus on exploration, stealth, and player choice. The goal of the level design is to create a world that feels alive and dynamic, with multiple paths and options for the player to explore.

Terminology

  • Job: A specific task or objective that the player must complete within a certain designate time to progress through the game.
  • Level: A self-contained area or environment within the game that the player can explore and interact with. These open up as the player progresses through the game and are often used to introduce new mechanics, enemies, and challenges. The further you progress, the more areas you unlock in order to gather intel or resources for the heist.

Different Jobs have different Levels in order to gathering information, recruiting allies, or acquiring tools and equipment. Each Job is divided into several Scenarios, which are smaller tasks or challenges that the player must complete to progress through the level.

  • Heist: The main objective of the Job, where the player uses all the information and resources (both tools and people) they've gathered throughout the Job's time limit. The heist is the final mission of each Level and is the culmination of the player's efforts.

Level Design Philosophy

The level design of Project Silence is guided by several core principles and design goals that help shape the overall experience for players.

Core Principles 

Narrative

Levels are designed to support the narrative of the game, with environmental storytelling and world-building elements that enhance the player experience.

Progression

Levels are designed to support player progression and growth, with challenges and obstacles that increase in difficulty as the player advances through the game, providing a sense of accomplishment and mastery.

Accessibility

Levels are designed to be accessible to players of all skill levels, with difficulty settings and options to accommodate different play styles.

Immersion

Levels are designed to create a sense of immersion and presence, with detailed environments, dynamic lighting, and atmospheric effects that draw players into the world of the game.

Atmosphere

Levels are designed to create a sense of atmosphere and mood, with sound design, music, and environmental effects that enhance the player experience and evoke an emotional response.

Flow

Levels are designed to provide a smooth and seamless flow of gameplay, with intuitive layouts and transitions that keep players engaged and immersed in the experience.

Design Goals 

Player Choice

Levels are designed to offer multiple paths and options for players to explore, allowing them to approach challenges in different ways based on their play style.

Exploration

Levels are filled with hidden secrets, collectibles, and interactive elements that encourage players to explore and interact with the environment.

Stealth

Levels are designed to provide opportunities for players to use stealth and cunning to outwit their enemies, with multiple ways to approach each encounter.

Detail

Levels are designed with attention to detail, with rich textures, intricate geometry, and dynamic lighting that create a visually stunning and immersive world for players to explore.

Consistency

Levels are designed to maintain a consistent visual style and tone, with a cohesive art direction and design language that ties the world together.

Creativity

Levels are designed to inspire creativity and experimentation, with opportunities for players to try new strategies, tactics, and approaches to overcome obstacles and achieve their goals.

Layouts 

Navigating the space

Levels are designed to provide clear and intuitive layouts that guide players through the environment and help them navigate the space effectively.

Points of Interest

Levels are designed with points of interest and landmarks that draw the player's attention and encourage exploration, with hidden secrets and rewards for those who take the time to explore.

Pacing

Levels are paced to provide a balance of tension and release, with moments of high intensity followed by periods of exploration and discovery.

Challenge

Levels are designed to provide a mix of challenges and obstacles that test the player's skills and abilities, with opportunities for creative problem-solving and strategic thinking.

Feedback

Levels are designed to provide clear feedback to players, with visual and audio cues that help guide them through the environment and highlight important objectives.

Reward

Levels are designed to provide rewards and incentives for exploration and completion, with hidden secrets, collectibles, and unlockable content that encourage players to engage with the environment and discover new things.