Betrayal

This level was given as a challenge to combine some old levels I prototyped back in the past to create a much bigger whitebox. The story framework (listed just below this text) is what I used to help try to tie it all together.

On his route home, he noticed that the bridge was out to his hometown. Something was wrong. Our hero, the Cowboy, knows of a secret path that will lead him straight to this town. What will he find?
— Story Framework

Tools

  • Unity

  • Maya

Roles

  • Level Design

  • Block Out

Assets Used

  • Starter Content (3rd Person Character)

 
 

Controls

Controls are set only to keyboard + mouse. Also, best played on a computer!

Walk: W, A, S, D
Jump: Space
Sprint: Shift
Look: Move your mouse
Shoot: Left Mouse Button
Aim: Right Mouse Button
Reload: R
Change Item: Mouse Wheel
Exit: Esc 
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There is no end screen to this level. Once you reach the golden treasure chest, you win!
— Kyle
 

Level Descriptions

Some things to note:

  • There was also room to play more with coins. Which was an extra tool to help give reasons on any small branching paths to help with some affordances.

  • I didn’t add anything for when you reach the end (the treasure box at the red tower).

Canyon (Exploration)

This is where the player starts the adventure jumping across chasms and exploring the surrounding area. Quickly turning the first corner they will see the height of the tallest tower that gives them a landmark to pay attention to.

Once the player follows that they will come to a fork in the road. Where they will see a destroyed bridge and then the path toward the tower.

Swamp (Combat 1)

As they follow down the road they will come across another gap in their path. Luckily there is a swamp-like area with enemies.

 

Town (Exploration / Combat)

As the player exits the swamp, they are able to see the destroyed bridge and is lead to the right into the trees.

Moving down the dirt path there are two entrances as they walk up to the walled town (image 12).

From here the player will circle around the town fighting enemy combatants. Each building has its own purpose in contributing to the feeling of the town. (Buildings ranging from a jail, blacksmith, store, houses, etc.)

The town was designed with the thought of trying to place flow and direction to the big red landmark tower until eventually reaching the golden chest.


Process

Unlike other levels I’ve made, I was working off 3-ish whitebox levels I have made in the past, with the exception of the starting area. The beginning was added to help bring attention to the read landmark in the far off distance.

The images to the right are what I used to give some inspiration to the different areas to the level to appropriately theme the little short story that I drafted up.