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Description

Role

Project Cobalt is a first-person PVE extraction shooter level blockout prototype, where the player needs to find a key to extract while running away from the AI. Inspired by Escape from Tarkov.

Level Designer / Level Scripter / Lighting Artist

Project

Extraction shooter level

School

Futuregames

Genre

First Person Shooter /  PVE Extraction Shooter

Engine

Unity

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Project Cobalt

Gameplay

Miro Board

Level Layout

Level Blockout 

For this level I wanted to play with elevation and guiding the player using the lighting. All while being optimised and performant. I scripted doors, buttons, and flickering lights for guidance and the UI.

I used a character pack with a character controller because I did not want to spend time making a character controller but instead focused on the level design. 

Lighting 

The lighting in the level was used to guide the player and highlight possible paths. Moonlight shines through the outer structure to light up staircases and doors that would otherwise be missed in the dark. The darkness in the level is complimented by the flashlights on the player and AI. The flashlights help the player know where the AI might be and where they are looking. The lights also add to the atmosphere of the level. Volumetric fog is also used to add to the atmosphere and to be able to see the light beam. 

A spotlight from the centre watchtower illuminates a window in the offices where the key is. This spotlight suggests to the player that something might be up there. Flickering lights are placed on top of doors on the path towards the objective to help guide them.  Spotlights along the ground also point in the direction of the objective and extract.

Screenshots from the final Level

Flow

The map's layout is separated into three lanes, which allows the player more choice on how they would like to traverse the map. The tunnels underground connect all four corners of the map to the centre in a natural way. Using pipes and lighting, the player is guided through the level to locations of interest. 

Cover is placed all over the level to reduce the lines of sight, and sharp corners are also used to break sightlines. Having verticality and many windows, it is important for players on the ground level to have plenty of cover in case they get engaged from above.

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