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THE LOCKWOOD MANSION

  • PAGE IS WIP

  • Ubisoft NEXT 2023-2024 2nd Place Submission

  • Solo Project

  • My Roles: Level Design, Mission Design, Scripting (UE5 Blueprints)

  • Made in Unreal Engine 5

  • Timeline: 3 Months

What is Ubisoft NEXT?

Ubisoft NEXT is an annual competition held for any student or new graduate that is near the Toronto area. It is meant to simulate the AAA process, specifically the one they use at Ubisoft Toronto. This year, there were 300+ participants.

I participated in the Level Design category and received 2nd place!

The Competition was a Two-Parter

  • Part 1: Mission Design Document

    • A document used to pitch the level and mission with 2D maps and diagrams

  • Part 2: Playable Blockout

    • A blockout in Unreal Engine 5 using a package they provide

    • A changelog document

Design Challenge from Ubisoft Toronto

“Create a Mission Design Document (MDD) [and a level] for a mission in the Far Cry universe. The player’s goal is to overcome these challenges to complete their objective. A hostile presence should also be included.

This mission takes place halfway through the game, so the player will be well acquainted with the game’s mechanics.”

Video (WIP)

Project Goals

  • Learn and participate in the AAA campaign mission design process

  • Create a believable level and mission you can find in Far Cry 5

  • Get feedback from peers and industry professionals to implement into my level

DOWNLOAD

You may download the project (MDD/LDD, Playable Blockout, Changelog) here:

Scroll Down for Process

Design Pillars that Guided My Approach

  • Multiple Paths

    As Far Cry is an open world game, having multiple paths provide the player with ways to play the mission no matter how they approach it.

  • Different Playstyles

    The level should support multiple playstyles (aggressor, stealth, pacifist, shotgunner, sniper etc.) so any type of player can enjoy the mission. Different paths should promote different gameplay.

  • Striking Visuals & Moments

    To help make the level standout and not make it seem like just another random building in the open world, distinct visuals and theming was used across the level to make it feel unique.

  • Scripted Sequences to Keep Players in a Flow State

    To make sure the player never gets bored, scripted sequences and puzzles help break up the pacing so it never feel monotonous. Also helps in making the level memorable.

If you’re short on time, basically, for this project I…

  • Participated in the AAA mission design process

  • Researched and played Far Cry 5 and other similar games to see what the target audience enjoys about them

  • Created a document with 2D maps and diagrams that outlines my design before creating it in engine.

  • Received feedback from level designers within Ubisoft Toronto and implemented their feedback

  • Create a blockout in Unreal Engine 5

  • Using UE5 Blueprints, I scripted minigames, mission sequences and features that were broken within the given project

For something more in-depth, scroll down.

Process

Part 1: Mission Design Document (Level Design Document)

FULL FIRST DOCUMENT

I will be summing up what I did for the MDD/LDD on this portfolio page. If you’d like to see my work in full, you may download the PDF below.

Research Stage

I decided to pick Far Cry 5 since I have played that game already previously. I replayed Far Cry 5 but through a designers lens. This is what I gathered through my playthrough of the game:

  • Levels supports all types of play (Ubisoft games like to target a wide variety of players)

  • POIs (points of interest) can be entered from all sides (a 360 approach)

  • Landmarks, weenies and distinct visuals are used to orient the player

  • The Far Cry franchise are known for their villains

I designed my mission using all these factors in mind.

Overview

“The Lockwood Mansion” centers around a family of corrupt individuals that reside in their large estate. Players must assassinate all of the Lockwoods and then escape in order to complete the mission!

For a more in depth overview, you can find one inside the full document (see above).

Initial Pitch High Level Mission Flow

Initial Pitch Assassinations

Initial Topdown 2D Maps

Part 2: Playable Blockout

Changes from Part 1 -> Part 2

I received feedback from the judges which I addressed when moving into this part of the competition.

Feedback from Level Designers at Ubisoft Toronto

What worked for your document:

Great documentation. Clear, concise and builds a language.

What could be done differently:

Be mindful of scope, reducing the number of targets could be beneficial, keep it to 2 or 3. The mission should not be that long

-Removed target in lighthouse

-Made map significantly smaller

Player leading will be challenging, consider having more vantage points, landmarks and environmental story telling

-Added more vantage points, landmarks and striking visuals to aid player leading

Make good use of the security ingredients not every room needs an AI, but at the same time make sure a security ingredient has an AI close enough to be alerted

-Added security ingredients to help lead players and add an extra layer of challenge

Don’t be afraid to redesign spaces, we encourage iteration as long as the heart of the mission remains

-Reworked many spaces of the level

I took this feedback and encorprated it all into my level. For a more in-depth look and rational at how I addressed this feedback, please look at my changelog document.

BEAT BY BEAT: Opening Moments

the rest of this page is

UNDER CONSTRUCTION!

What will be here (eventually)

  • Visual images of my references

  • Part 2 of the phase (changelog, blockout, etc)

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PROJECT A.N.U.B.I.S