TIMELINE
A one-week project based on the popular book Roadside Picnic, written by Arkady and Boris Strugatsky.
TABLE OF CONTENTS
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
I designed a level based on the book "Roadside Picnic" that 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

TELLING A STORY
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
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
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
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
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
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
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.