PROJECT REVENANT
Video playthrough
About the project
Why was it made?
Project Revenant is a third-person action-adventure prototype in style of Cyberpunk 2077. Its premise was to develop three interconnected blockouts tied together through a quest using IWALS developed by Jakub W. I was responsible for designing a train segment, designing a quest and technical execution of scripted events (visual scripting).
My objective was to design urgent gameplay in a dynamic environment, using a premade character controller. In this setting, the player is already familiar with the control scheme. I tried recreating similar to Uncharted 2 and Jedi: Fallen Order level of engagement, designing a train segment with focus on gameplay variety in a linear experience.
Gallery of 40 development images
Timeline
3 weeks of April 2024
Team size
3 game designers
Roles
Level Design | Quest Design
Software
Unreal Engine | Miro | Jira
Train segment
Breakdown
I prioritized captivating, cinematic action while maintaining the gameplay universally comprehensive and focused on player agency using clear guidance (emissive lights, funneling and quests end goal). I used Unreal Engine's landscape tool, blueprints and the modelling tool.
Gameplay highlights
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Created modular wagons using a modeling tool, designing 11 different types. The design of these wagons allowed for unpredictable encounters and leveraged the illusion of choice, despite the linear level pathing.
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Used emissive light materials for guidance and as a warning system for environmental obstacles.
Wagons and light — Supporting images
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Created a spline-based blueprint to move terrain and simulate train movement, ensuring AI and Navigation Mesh functionality remained intact.
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Worked together with another designer to create a smooth level transition from the factory to the train using a scripted event.
Train movement blueprint — Supporting images
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Iterative design approach based on internal and external feedback allowed me to balance encounters, difficulty and guidance clarity.
Problems encountered
And how I solved them
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Depth perception allowed railway signals to be seen from a distance, unintentionally reducing tension.
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This I solved by increasing the fog density and adjusting its distance to augment the sense of urgency when climbing onto the train.
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Moving the train disrupted the AI’s functionality, making it unable to perform any actions.
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I solved the issue by moving the environment instead, which kept the AI’s functionality intact. To optimize performance, I made the environment a single static mesh composed of simple shapes.
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The environment quickly grew monotonous, causing the segment to feel stale.
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To address this, I created a tunnel that introduced a change of pace, making it more difficult to spot enemies in the dark.
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Supporting images
Quest design
Storytelling and flow
When designing this quest, my intention was to craft a cohesive experience and continuous development. Using a plot diagram, I have structured proper exposition and tension variety, aligned with the levels and possibilities offered by their layouts. The quest follows a Bait&Switch method.
Complete playthrough
LEVEL 1: FACTORY
STEALTH
LEVEL 2: TRAIN
STEALTH / DIRECT
LEVEL 3: DOCKS
DIRECT
Part 1: Stealth and Exposition
The player begins as an outcast in a heavy-duty factory, where they are supposed to meet a contact. They soon discover the contact has been ambushed and taken to the docks. While sneaking around, the player gathers intel about the contact's whereabouts and acquires their now-faulty droid. Eventually, the player reaches the loading zone and is transported onto a train via a crane conveyor.
Part 2: Action Sequence and Side Quest Opportunity
The train is swarmed with enemies. As it departs, the player encounters a hard gate that blocks their progress, and to open it, they must use a terminal in the server room. The player’s faulty droid is used to hack the system, but in the process, it accidentally uncovers information about a large transaction happening in an abandoned warehouse later (a potential side quest opportunity).
The droid opens the door but fries the terminal, causing the train to accelerate uncontrollably. The player must climb outside and make their way to the front of the train, encountering an opening — a small combat arena. At the front, the player collects a key and uses it to activate a crane, which they must climb to jump onto the locomotive just before the train crashes at the docks.
Part 3: Battle Arena and Quest Resolution
After the crash, the player recovers and sees a way out via a nearby ship. As they approach it, an elevator brings them down inside the docks, where they face guards and soldiers. Through environmental interactions, they reveal various combat options. At the end of the docks, the player spots a figure resembling the contact they were meant to meet at the factory. As the player approaches, the ship behind explodes; they are both captured, ending the quest on a cliffhanger.
Reflection
For future reference
Trying to create a segment as engaging proved to be a worthy opponent. Thanks to playtesting and working with feedback I managed to reach my goal of implementing urgent gameplay in a dynamic environment. Process of development showed and highlighted however, that reaching the balance between story and gameplay that games like Uncharted 2 have, is an incredibly challenging task.
Having completed this project, I would most definitely focus on encounter design from the get-go, when creating a similar piece. I learned it is vital to build these segments around the gameplay and mechanics available.