HeadHunter - Wild West Train Adventure

(Level design exercise)



Project Goal:

  • Goal: Create an action-adventure single-player FPS game prototype with a focus on level design.

  • Plot: The player is introduced to a stolen train full of murderers and bandits. At the front part of the fright train there is a wanted bandit who is standing behind a whole train robbery. The player must move forward from the back of the train to the front to arrest or eliminate the master bandit.
  • Implementation Duration: 2 Weeks
Description

In HeadHunter, the player learns the basics of movement, jumping, shooting, vaulting, and ladder climbing in the first two wagons of the train. The game also introduces collectibles, health, and ammo mechanics, and allows the player to fight enemies using guns or melee attacks. The game can also be played in stealth mode, with different ways to avoid contact with enemies or loud fights.

HeadHunter's different endings variations are one of its noteworthy aspects. The player can reach a typical ending in which they kill all bandits and arrest the main robber, but they must jump off the train into a lake to survive because bandits tripped the railway stop mechanisms. However, typical ending isn't the best one because it appeares that main character didn't find a hidden room with hostages, thus, they crashed with the train. The second ending is considered the best one, in this ending main character not only kill all bandits and arrested the wanted bandit, but also release all hostages and helpend them leave the train before it got crashed. Finally, the player might have a worst ending in which they do not arrest the train robber and the train crashes.

More Info:

What I did as a Level Designer
  • ENVIRONMENT DESIGN:
    Designed the layout of the train levels and enviroment to create a believable and immersive experience;

  • 3D ASSET INTEGRATION:
    Placed assets from Unity Asset Store and Sketchfab to create a unique and immersive environment;

  • ADVANCED GUNPLAY PHYSICS AND TRAVERSAL:
    Implemented gameplay mechanics from open-source github repository such as movement, jumping, shooting, vaulting, and ladder climbing. To gain the optimal view position or to slip past a sharp-eyed lookout, I also implemented ziplines, slide down slopes, and slither along ledges to make levels challenging and engaging;

  • GAMEPLAY STYLE:
    Created different game paths to allow players to approach levels in different ways;

  • OTHER IMPLEMENTATIONS:
    Designed and implemented the train moving mechanics with C# to create a dynamic environment, AND Implemented respawning feature: If player falls off the train he is being respawned at the beginning of the train.
View full level concept

Level Breakdown Part 1


Part 2 and Part 3 Coming Soon...

Screenshots

Moving environment feature (View to see GIF)

To make the player's movement on the train more fluid and natural, the train is stationary while the rest of the world moves by itself, simulating the movement of a train.

Secondary Background Objects #1

Secondary Background Objects #2

Secondary Background Objects #3

Hidden hostages (green)

Player must free them in order to get a good ending.

Regular bandit example (blue)

Wanted bandit