The player takes control of an agent that sneaks around two office towers to plant a virus and then escape.
This project was inspired by 007 Nightfire and I went about emulating game design choices and visual aesthetics of the early 2000s, such as keeping a spy theme, no ironsights, and making sure all the props matched the early 2000s look. The meat of the game design was to make sure to keep a tense experience between the player and the obstacles, guards and the player are able to quickly end eachother for example.
I referenced real office floorplans to construct the level while still maintaining multiple ways to reach and achieve the objective and navigate the space, especially in the first tower.
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While older 2000s shooters were the primary refrence, I wanted to add some extra details to make the gameplay a bit more dynamic and interesting.
Each of the gadgets have a primary function for puzzle solving, but they can also be used offensively. I wanted to make sure everything the player could use had utility beyond its primary function
To add a chaotic feel to combat I wanted props to break apart with smoke and debris flying everywhere.
As a fun little feature, the player is wearing all of the inventory items, and all relevant information about each gadget is visible on the gadget its self.
I wanted the player to not be defensless if caught, but still make combat risky, so I made it so player and enemies have low time to kill.
I used office layouts to influence the base layout of the map, and worked around that to make an area interesting to sneak around in
I wanted discourage the player from camping in the same spot on Floor 3 so a helicopter will blast the player with gunfire if they get spotted
The level is set up so the player has a few ways to decend the first tower, either by stealth or direct assaultĀ
By starting on this elevator, I wanted the player to get to see everything they were about to be going through, and the helicopter right at the start