Introduction
Play as Nathan Drake and infiltrate an enemy camp to steal an artifact that will unlock the mysteries of an ancient city.
This project is inspired by Uncharted 4 and is playable on keyboard and design for PC.
Walkthrough
Project Details
- 2 weeks full time (5 hours/day)
- Created using Unreal Engine 5
- Focus on creating a organic and fun experience
- Scripting events (Dialogue, Objective)
- Made possible by Jakub W and his ALS project
- Marketplace assets used (POLYGON - Military Pack / Alaska trees pack)
- Playable on Keyboard
Difficulties encountered
- Implementation of Character and play area
- Add some changes on Character and AI's
- Making the experience pleasant and intuitive
- Include narrative elements
Overview




Technical Designs
Overview
The aim was to give the player the sensation of being in an Uncharted game, where at the start of each level there's this exploration and climbing phase, and then once you've reached the forest there's the infiltration and combat aspect.

Ennemies camp
There are 3 camps, the 1st of which contains few enemies and is designed to introduce the player to infiltration.
If he want to play it more head-on, he can, as there are few enemies.
The 2nd is the most imposing and requires the player to be very discreet, as a frontal assault is very difficult due to the number of enemies, and the player can enter this camp in several different ways.
The 3rd and last camp is there to add some final challenge to the player before finishing the level.
If the player has escaped from the 2nd camp in an frontal way, the 3rd camp is there to slow him down. But if he's managed to escape well, then he can neutralize or pass this camp easily.

1st Camp

2nd Camp

3rd Camp
StoryTelling
The world
I wanted to tell a story mainly through the environment, accentuated by small dialogue phases like in the Uncharted games.
My aim was to make the player climb a cliff to infiltrate a camp and then escape further into the mountains.
The thing I really wanted to focus on was the moment when the player overhangs the level and can see his objectives and the places he'll be visiting later on.
He can also take the opportunity to scout around and start preparing for what's to come.


Pre-production
Alpha




Gym

Refs




Learnings
Being able to concentrate 100% on Level Design made me feel extremely good and I was able to experiment so much, I had a lot of fun and I am extremely happy with this result.
This is also the first project whose monitoring was posted entirely on LinkedIn, something which allowed me to see the advantage of posting these projects online, thanks to this I received very important advice and feedback which helped with the rest of the project.
Overall I learned a lot in terms of Level Design and once again improved my skills, I played a lot of Uncharted 4 and I read a lot of articles on how the levels were made.
Thanks for reading me !