

Outpost
Time Frame: 5 Weeks
Software Used: Unreal Engine 5.4, Blueprints, Maya
Asset Packs: FPS Starter Kit, Realistic Assault Rifle
Level
Inspiration
This project is a level inspired by Far Cry 5, designed to capture the game’s emphasis on player freedom and emergent gameplay. Set in a rustic warehouse repurposed as a Bliss lab, the level offers multiple approaches to encourage creativity and replayability. Players can infiltrate the stronghold using stealth or combat, complete objectives in various orders, and ultimately experience dynamic gameplay shaped by their decisions. The interconnected spaces and emphasis on player choice aim to balance the tactical challenge of outpost liberation with the narrative tension of cutting off a key supply line for Eden’s Gate.
Objectives
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Sabotage the Operation
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Infiltrate the stronghold and bring down the drug lab to disrupt the cult’s supply chain.
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Rescue the Hostages
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Locate and free hostages held across the compound.
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Fight Your Way Out
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Escape the stronghold after completing your objectives, pushing through hostile resistance.
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Level
Structure
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Flexible Approaches: Players can engage enemies directly or take alternate paths, with multiple entry points supporting varied play styles and replayability.
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Objective Variety: Free hostages, destroy the drug lab, and escape the stronghold. Objectives can be done in any order.
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Interconnected Layout: The area is connected, creating a compact environment that supports layered encounters.
Map


Level Blockout
The blockout focused on:
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Multiple Entry Points: Designed to support different combat paths and keep the space replayable.
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Objective Visibility: Key areas like the drug lab and hostage rooms are positioned to stand out and remain accessible from multiple directions.
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Combat Flow: AI testing helped shape spaces where enemies could move naturally, flank, or hold positions without breaking pacing.
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Sightlines and Height: Cover, elevation changes, and sight blockers were used to control line of sight and create natural tension.




Playthrough


Takeaways
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Balancing Freedom: Giving players multiple paths and objective orders worked well for replayability, but it also made pacing more difficult to control. I learned how important it is to guide players subtly, using design and scripting to keep them on track without taking away freedom.
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Designing for Scale: The level's compact size helped keep things tight and readable, but also made it easier to complete quickly. This taught me to think about how space, encounter design, and optional content can be used to control tempo and extend playtime without feeling like filler.
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Basic Scripting to Support Flow: Simple Blueprint scripting allowed me to create progression gates and reactive enemy behavior that made the level feel more dynamic. These tools were key in shaping the player's journey and keeping the mission from feeling rushed.