ViceBound
Project Overview
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ViceBound — Team project, 25+ people. A third-person, cooperative stealth-action heist game set in a medieval fantasy world where players take on the roles of rogue-like characters infiltrating castles to steal magical artifacts, treasure, and secrets — either solo or in a coordinated team of thieves. Role: Level Designer Responsibilities: Level layout, gameplay scripting, map blockout, asset placement, |
Goal Of The Level
- This level is designed as a castle infiltration experience where the player must navigate the environment to locate a primary objective item and escape back to their hideout without being detected. The core goal is to encourage player freedom and strategic decision-making by allowing multiple entry points and paths through the castle, with no single “correct” route.
In addition to the main objective, the level includes optional loot such as chests, rewarding exploration and risk-taking. The layout supports different playstyles by providing opportunities to utilize player abilities at key moments, which are intentionally designed and scripted into the environment.
The overall design focuses on player choice, replay ability, and environmental guidance, ensuring players can approach the objective in their own way while always having clear points of interest to navigate toward.
Level Planning
Before beginning the map, I conducted research on both video game environments and real-world castles. I looked at titles such as Kingdom Come: Deliverance and Dark Souls for gameplay-driven castle design, while also studying real-life medieval architecture to ground the level in realism.
The design of this level is heavily influenced by both historical and fantasy elements. From real-world references, I incorporated features such as high outer (curtain) walls, multiple towers, and a variety of interior spaces to reflect the structure of fortified castles. These elements also support player navigation, exploration, and tactical decision-making.
In addition, I drew inspiration from fantasy settings to introduce a slightly stylized and exaggerated aesthetic. This allowed for more creative flexibility in the layout, scale, and overall atmosphere of the level.
A central courtyard was included as a key focal point, as it appeared consistently in nearly every castle I studied. These combined references helped shape both the structure and mood of the environment, creating a space that feels grounded in realism while still supporting engaging and strategic gameplay.
After gathering references and establishing the core design direction, I created a 2D map using Figma. This helped me plan the layout of the castle,
The design of this level is heavily influenced by both historical and fantasy elements. From real-world references, I incorporated features such as high outer (curtain) walls, multiple towers, and a variety of interior spaces to reflect the structure of fortified castles. These elements also support player navigation, exploration, and tactical decision-making.
In addition, I drew inspiration from fantasy settings to introduce a slightly stylized and exaggerated aesthetic. This allowed for more creative flexibility in the layout, scale, and overall atmosphere of the level.
A central courtyard was included as a key focal point, as it appeared consistently in nearly every castle I studied. These combined references helped shape both the structure and mood of the environment, creating a space that feels grounded in realism while still supporting engaging and strategic gameplay.
After gathering references and establishing the core design direction, I created a 2D map using Figma. This helped me plan the layout of the castle,
Blockout Phase
During the blockout phase, cover elements were added to support stealth gameplay, allowing players to sneak past guards more effectively. A player hideout was also established, serving as a return point after retrieving items from the castle. In addition, a moat was implemented with multiple crossing points to create varied traversal and encounter opportunities.
The team also planned to include a village to support additional gameplay systems and interactions; however, it was not completed within the available development time and was ultimately cut from the final blockout scope.
The team also planned to include a village to support additional gameplay systems and interactions; however, it was not completed within the available development time and was ultimately cut from the final blockout scope.