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Roadside Picnic - Inspired Level Design

Level Design

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TIMELINE

A one-week project based on the popular book Roadside Picnic, written by Arkady and Boris Strugatsky.

SYNOPSIS

Inspired by Roadside Picnic, this level follows the protagonist, Red Stuart, on a mission to retrieve a rare artifact for a client. The artifact is located in a farm within an institute compound. The players must infiltrate the heavily guarded compound and navigate through various challenges to secure the artifact.

MAIN TASK

MainTask

I designed a level based on the book "Roadside Picnicthat combines strategic infiltration and immersive storytelling to captivate the player and enhance their journey through a challenging environment.

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- Brainstorming and conceptualizing the level layout

- Create the blocking layout

- Placing props to mimic the atmosphere from the book

- Designing the infiltration sections throughout the level

- Adding navigational aids to assist players

- Scripting interactive gameplay ingredients

- Scripting AIs to enhance the infiltration

- Playtesting the level to identify gameplay issues

- Ajusting the lighting to facilitate stealth

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TELLING A STORY

TellingStory

I crafted a narrative using environmental and character-driven storytelling to immerse players and convey the level’s lore.

- Implemented guard dialogues indicating that the bridge is off-limits, subtly guiding the player towards it

- Added a radio announcement reporting the player's presence near the compound, heightening tension

- Incorporated guard conversations about a quarantine zone beyond the bridge, suggesting the artifact's location

- Showcased guards trading cigarettes to humanize them and add realism to the setting

- Designed the quarantine zone with unnaturally hot air, hinting at a nearby fire anomaly and building anticipation

DevelopingStealth

DEVELOPING THE STEALTH ENCOUNTERS

I developed engaging stealth encounters that challenge players to strategically navigate through the compound, using environmental design to enhance the stealth experience.

- Created basic AIs that navigate between multiple points to demonstrate my design intent

- Placed covers strategically for the player to hide during AI patrols

- Crafted the level to allow players to observe guards pathing and plan their strategy before engaging

- Planned AI dialogue to trigger before the player sees them, alerting the player to imminent enemy presence

Lights

LIGHTING THE LEVEL

My goal was to guide the player using strategic lighting to enhance the player navigation, stealth, and immersion.

- Used flickering lights to subtly guide the player through key areas

- Balanced dark and lit areas to facilitate stealthy movement and create tension

- Equipped guards with frontal lights, making them easier to locate and avoid

PROTOTYPING THE INTENDED EXPERIENCE

Prototyping

I prototyped basic AIs to demonstrate guard routes and test the level.
 
- Created an AI that moves constantly between two points, keeping the player alert at all times
 
- Designed an AI that moves and then waits, requiring the player to find the right timing to advance
 
- Implemented an immobile AI, compelling the player to find an alternate path to proceed

Workflow

MOODBOARD

The creation of a moodboard is an essential step in my design process during pre-development.

It’s crucial for creating a cohesive and immersive experience and for aligning with my vision.

FLOWCHART

I also created a level flowchart to define specific objectives and player progression.
 
This flowchart provided a clear and intuitive path for gameplay, assisting the player and ensuring a smooth experience throughout their journey.

PAPER PLAN

Drawing the paper plan allowed me to visualize the structure of the level in a tangible way.
 
By sketching out the layout, I could experiment with different spatial arrangements and see how various elements would interact within the environment.
 
Having a concrete paper plan ensured that the final environment would be cohesive and engaging.

DESIGNING THE 3D SPACE

Designing 3D Space

With this level, I aimed to immerse the player in a canadian neighborhood abandoned for years and later reclaimed by the institute for research on a nearby anomaly. I strived to create a window into the old world, reflecting what the area once was, while staying true to the book's atmosphere and themes.

Utilized the denial-reward method to guide my design of this zone

- Crafted the landscape to fit the post-apocalyptic world, creating a fitting environment for the setting

- Blocked out the initial level layout to guide the player effectively through the environment

- Lit the level to enhance atmosphere, highlight key areas, and guide players through the environment

- Refined the level design by adding props to enrich the environment and support the storytelling

EXPLORING THE 3D SPACE IN-DEPTH

In Depth

I initially defined the gameplay space with basic blocking and temporary guard positions, then refined guard routes, strategically placed cover, and used lighting to guide players towards dark zones for stealth. After the first pass, I added props to enhance storytelling and bring the level closer to the book's atmosphere.

THE OCCUPIED SUBURBS

Designed as the starting point, this section introduces stealth with progressively increasing challenges.

- Combines new zone reality with old-world architecture, showcasing the zone's impact on the environment

- Transforms a once inconspicuous Canadian neighborhood into a military compound

- Hosts most of the guards and features no anomalies, distinguishing it from the other sections

THE FARM

Designed to further introduce the player to the zone, this section is the first where no human contact is encountered, marking a shift from the previously guarded neighborhood.

- Serves as a quarantine zone, separating the neighborhood from the shadows that linger during the night

- Introduces a living anomaly that the player must navigate around stealthily.

- Reuses stealth mechanics while adding a non-human threat with unpredictable, sporadic movements

THE ANOMALY

The player’s objective is a recently discovered glowing artifact at the center of a fire anomaly. To reach it, players must use a new mechanic to find a secure passage through the anomaly.
 
- Provides access to bolts that help the player identify and avoid dangerous areas
 
- Requires careful navigation, as a single mistake could be deadly

- Features a more static but still lethal anomaly, capable of taking a life in seconds

 
- Based around the deny-reward method to heighten anticipation and tension, allowing the player to see the objective while keeping the menace partially hidden

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@2025 par William Despatie-Bonneville

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