Assassin offers stunning graphics, realistic environments, intuitive touch controls and intense missions that require stealth and strategy. Players can customize their assassin with a range of weapons and gadgets, explore diverse locations in a single-player campaign and engage in competitive multiplayer battles.
Developer: NDA
Platform: Android, iOS
Engine: Unity
Genre: FPS
In my role as a level designer working on Assassin, I crafted over 12 maps and missions, designing level layouts, blockouts, character placements, objectives and other gameplay elements. Throughout development, I maintained thematic consistency, player guidance and difficulty between each level. Using our mission editor, I defined triggers, AI behaviors and scripted events to bring each level to life. I wrote comprehensive game design documentation, covering level layouts, objectives, systems and UI/UX designs. I also created a game loop flowchart to help the team better understand each engagement, player goal and how to achieve them. In addition to my design work, I executed the QA project test plan by performing thorough testing and providing feedback on gameplay-related issues. I identified and documented defects in a clear and concise manner using the assigned bug tracking database.
I created a game loop flowchart that outlines engagements, player goals and how they can achieve them. This includes core game elements like the main story, co-op, contacts and AR challenge. I also included active and passive meta game elements, currencies and resources, social features, and reward items. This provided the team with a structured framework for designing, testing, and refining gameplay. Having the ability to visualize the game loop clarified the design goals for each engagement, ensuring that we understood what players are expected to achieve in various parts of the game. This helped align our efforts while enhancing communication and collaboration among team members.
I also created UI wireframes and mockups for various weapon customization options and worked with our UI artist to finalize designs and implement them into the game. Weapons are the most important items in the game as they must be consistently upgraded in order to meet mission requirements. Players can upgrade weapon parts including a weapon’s scope, muzzle, grip, barrel, ammo and magazine to enhance its various attributes such as damage, fire rate, stability, zoom and capacity. It was important that the UI organized and presented each option in a clear and understandable manner to prevent players from feeling overwhelmed or confused by the amount of information presented. This allowed them to quickly make informed decisions about their weapon upgrades.
I designed level blockouts for each mission using top-down layouts, blockout geometry and other simple 3D assets. This process involved creating vantage points and ambush locations to provide players with opportunities for both long-range sniping and close-quarters combat. I also placed mission objectives and determined enemy locations, considering their behaviors and patrol routes. To encourage cooperation and teamwork in co-op missions, I ensured their blockouts featured various sightlines that allowed players to support each other effectively. Additionally, I playtested each of my blockouts to identify potential issues or areas for improvement. These blockouts enabled me to iterate quickly and experiment with different layouts, gameplay mechanics and pacing before finalizing my designs.
After blocking out each level for Chapters 1, 2 and 3 of the game, I implemented and placed official environment assets to make them more visually appealing and immersive. This includes smaller details, such as posters, graffiti, signs and decals. I populated levels with realistic foliage, varying the density and placement for a natural look. I added weather effects like fog and turned some levels into night maps to match their mission description. I also added interactive elements and particle effects, such as destructible barrels bursting with flames to signify that they’re ready to blow. I placed ambient audio and light sources throughout each level, adjusting the intensity, color and direction of lights to cast realistic shadows and match the time of day or mood of the mission. I then used light probes to capture and apply the lighting information dynamically to assets within each level. I also used post processing effects, such as depth of field, motion blur, color grading, bloom, vignette and more to enhance the visual quality of each level. I updated level design documentation to reflect the finalized state of each map before using the level editor to modify them further. This process involved selecting a map that I created and setting the mission type, name, description, chapter, minimum required weapon power and rewards. I set up the player object for each mission and adjusted its FOV, movement angle and other settings. I decided what civilians would do when a player starts shooting and finalized enemy patrol routes. I was also in charge of enemy type, their HP and response to player actions. I decided which enemies took cover, shot back or ran away to balance encounters and provide challenging scenarios without overwhelming players. For missions with enemy vehicles, I set up their route, type and HP as well. Lastly, I conducted a final review of all levels, ensuring they each aligned with their mission.
Please get in touch if you have questions about any of the work on this site or if you would like to work with me on a future project.
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