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One Way Out

Hero - A Lance Impaling Chaos

Level Design Focused Project

Project Pitch.

Project Pitch.
Experience Goal:
  • Create a break-in and rescue experience
  • Emphasize that the game world is changing
  • Create hero moments that amaze the player
Key Responsibilities:
  • Designed and built the level blockout
  • Documented and iterated level quality
  • Designed and Scripted combat encounters
  • Scripted a custom thermal sawblade that can ignite wood and gas
  • Decorated the whole level to shippable quality by available assets
  • Carried out the lighting pass to add aesthetic depth

Project Information.

One Way Out is a Half-Life 2 mod level with combats and puzzles developed with Hammer Editor of Source Engine.

The level is talking about a mission of retrieving a confidential document from a Combine Army Factory, which is under the invasion of zombies’ herds. The level features acting as a third party joining a battle between Combine Army and Zombie, retrieving a quest item, and making a way out to escape.  

Engine: Hammer (Source 1)
Mod for: Half-Life 2 episode 2
Work Time: Oct 21, 2022 - Dec 1, 2023
Team Size: Ind
ividual
Play Time: 10 - 20 minutes
Features:

  • Customized thermal sawblade 

  • Sence of a dynamic battlefield 

  • Fantastic Combat Moment

Design Process.

Design Goal.

Design Goal.

Clearness

Teaching, Feedback & Conveyance

Dynamics

Dynamic

 Battlefield

Wow Moment

Dramatic Moments Reinforce Heroism

Design Goal 1.

#1 Clearness

Teaching, Feedback & Conveyance

Level Design Goal 1_annotation.png

Training Sequence - Because thermal sawblade is the gameplay in this level and it has never been used in the generic game. I design a small training sequence at the very begining

Conveyance

Level Design 1_annotation.png

Conveyance & Goal - To tell the player the correct direction, breadcrumbs, signs, lighting, framing and landmark are used at the same time to reinforce the exit gate

Dynamic Feedback

Hot Sawblade.gif

Apply steam blur on sawblade constantly

Feedback - To reinforce how hot and powerful the thermal sawblade is, clear feedback of high temperature is presented to the player when the sawblade is held and thrown

Design Goal 2.

#2 Dynamics

Dynamic Battlefield

LD1_ZombieBreakIn_1.gif

Changing Battlefield - To reinforce the battlefield balance between invading zombies and Defencing Army is broken by the player, I implemented a couple of breaking on spots of zombies

Dynamics enemies - Enemies are spawned and attack the player's back if the player tries to rotate the valve to open the door. As long as the player reaches this area, both the Army Soldier and the Zombie will "hate" the player the most, while they "hate" each most in other areas

Level Design Goal 3_annotation.png
Design Goal 3.

#3 WoW Moments

Dramatic Moments Reinforce Heroism

Elish Li - WoW Moments in One Way Out

Elish Li - WoW Moments in One Way Out

Elish Li - WoW Moments in One Way Out
Defence of Invasion

Defence of Invasion

01:03
Turn the field into fire inferno

Turn the field into fire inferno

00:32
A trap kill based on level gameplay

A trap kill based on level gameplay

00:13

WoW Moment - Because Half-life 2's pillars reinforce the invincibility and unstoppability of the player. Three hero moments were designed to give the player a sense of power

Postmortem.

Postmortem.

What Went Well?

  • Mixed Enemies Combat​

    • Good design of combining melee and ranged enemies​

    • Switching the target among ranged and melee enemies is enjoyable

  • Level Gameplay Engagement​

    • Thermal Sawblade as the level gameplay is useful for both puzzles, combats, and enhancement​

  • Intensifying Invasion of Zombie​

    • The player gradually feels the factory is fallen along with killing more and more soldiers

    • The WoW moment of igniting the whole level creates a strong feel of achievement

What Went
Wrong?

  • Segment of Puzzles and Combat

    • The puzzles and combats are not combined organically​​

    • Mechanics related to puzzles didn't contribute to the combat

  • Reuse of Space​

    • The level has very little reuse of space in total ​

    • Lack of reuse of space took a great amount of time in my production

  • Little Usage of Verticality​

    • The verticality is not used enough generally, which makes the level flat

What I
Learned?

  • Level Design First, Realism Second

    • Build up modules based on design goal and experience goal then consider how to adapt the decoration to the level

  • Layout and Sightlines​

    • Layout and Sightlines have to be narrowed down in the early block-out milestone to ensure the player has a clear vision of direction and goal

  • Do not leave a space too opened

    • Open space requires even more flow control, obstacles placement​s, and enemy spawning timings and spots

Gallery.

Gallery.

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