Gameplay

https://youtu.be/XeSlV4IPirU

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Design Process

In designing my Far Cry level, I applied principles from Level Design: In Pursuit of Better Levels, particularly the use of vantage points to guide player orientation and anticipation. The level begins with the player spawning on high ground, giving them a clear view of the layout and enemy positions. This opening view helps establish mental mapping and builds early strategic planning. A second elevated structure mid-level reinforces this by offering another opportunity for players to reassess the battlefield from a new angle after combat engagement. These moments of vertical clarity allow players to pace themselves and recalibrate their approach mid-mission, increasing spatial awareness and confidence in navigation.

To support varied playstyles, I positioned the alarm system deeper into the level. Players may choose to risk a stealth approach to disable the alarm early or move methodically from front to back, risking detection and reinforcements. This branching setup encourages both stealthy and aggressive tactics, creating natural critical paths that support player agency and tension. The placement of the alarm also introduces a calculated risk-reward dynamic, motivating players to weigh short-term safety against long-term control of the battlefield.

Additionally, inspired by the GDC talk Mission Design in Far Cry, I designed enemy density to scale with progression. The initial area near the spawn has fewer enemies, allowing players to plan and adapt. As they advance, enemy presence intensifies, increasing challenge and urgency. This gradient of difficulty not only avoids overwhelming players early on but also reinforces a sense of momentum.

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