Unreal Engine 5.6 - FPS Level based on Titanfall 2

Narrative:
Intelligence reports indicate the IMC has established a deep-sea mining operation along the coastline, extracting valuable components from sunken titans scattered across the ocean floor. These salvaged parts are being used to build more advanced titans that could give the IMC a decisive advantage in the war. Cooper is deployed on a solo mission to infiltrate the heavily fortified mining facility and destroy their extraction equipment before they can complete their new titan production line. Time is running out as the facility is already processing massive amounts of salvage, and if the operation isn't stopped soon, the IMC will have the resources to overwhelm Militia forces across the Frontier.
The overall goal of the level was to capture the gameplay structure of the Titanfall 2 campaign, balancing platforming/dynamic maneuvering with tight gun play primarily using hitscan while also incorporating sequenced action segment. I also wanted to emphasize a narrative and goal structure communicated through dialogue that guides the player when major beats occur.

Starting at the edge of a sandy beach, a sea of fallen titans communicates a wasteland of war that has been fought to obtain this territory. Weak enemies are presented immediately since the player only has a pistol to get accustomed to combat, until they face a more difficult enemy with a rifle. We quickly come up on a titan and a dead soldier who dropped a rifle which will make combat smoother.
From here, movement techniques are all introduced through double jump, wall run, and grapple in quick succession. After some combat we realize this entrance is no longer viable due to a landing cargo ship, so quickly the player is stressed to adapt and ride another ship before it takes off into space. After some tighter grapple and wall run sections, the player comes up on the back entrance to the facility.
This section contains strong sightlines as the player sees the looming facility buildings approaching as they progress through the cliffs area. The strongest visual is watching the drop ship fly onto the platform for the cargo bay, as it communicates immediately that the area will be crawiling with enemies and is no longer safe to travel to, so we instead are directed to the drop ship carrying a crate of minerals which is about to fly off.
This not only creates a sense of progression that is visually guided, but it also leads into a fun breakup for the pacing of the level and provides a window for the player to continue progressing before the ship launches into hyperspeed.
Inside the facility the giant central mining unit is where we are directed to access, and all the platforming is structured so that it leads up to the central mining unit. With the linearity of the initial facility portion, it's impossible to miss the laser drill.
Running through miners and guards, the player runs through the frigid facility walls until a huge opening reveals the central mining unit where we are directed to access. Some rickety scaffolding allows us to try and platform to the three rings of the mining unit, where we fend off enemies and ascend each layer until a well-timed hook leverages the player over onto the platform that accesses the central power module.
The player must fend off a hoard of enemies in order to shut the drill off, and then rush to escape into the cave which will then instruct the player to rush to escape as the enemies are now fully aware of the player's presence.
Lastly, the player rushes through the mineral deposit cave where there are more enemies than ever now that the facility has been alerted. The player traverses a wall run and grapple the requires a full 180 turn around a corner to keep the player thinking about unique traversal paths. Lastly, a final set of small platforms and a grapple point followed by a final brief combat encounter before the player boards the drop ship and escapes.
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