CAPTURED
A Third-Person Experience
While investigating a mysterious factory you get captured. Trapped in a prison cell you must find a way out and through the factory without alerting the enemy.
Summary
Goals
Creating a Stealth Experience
World Building
Enviromental Storytelling
Use of Light to Convey Mood
Project Breakdown
Tension Graph
1 — Cell Escape
4 — Climbing Above Guards
7 — Mech Assembly
PLACEHOLDER
PLACEHOLDER
Project Breakdown
Solo project
7 weeks half time
Unreal Engine 5.6
Assets
Made by me in Unreal
Jakub W AGLS v1.5 Template
Custom scripts by me
LEVEL OVERVIEW
PLACEHOLDER
Playthrough
2 — First Encounter
5 — Bucket Ride
8 — Triggering the Alarm
3 — Door Closing
6 — Ship Reveal
9 — Last Push
TRAILER
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PLACEHOLDER
Tension In Traversal
Exploration and traversal playstyles tend to create a lower level of tension. To heighten the tension in specific traversal sections, I designed moments where the player climb near enemies, both above and below them, along with higher elevations and enviromental hazards like pools of molten metal.
The fear of being caught by the enemies, falling down down from a high place or being dropped down into a pool of molten metal helps (intrinsic knowledge)
PLACEHOLDER
PLACEHOLDER
PLACEHOLDER
PLACEHOLDER
Design Techniques
Subverting Expectations
When the player enters the next area, the door is clearly presented as the goal. Later in the area the way forward is blocked but a new way presents itself.
When taking the new way that the player believes is the right way towards the open door, the door closes and subverts the expectation the player had that the door would be the right way out.
Bait and Switch
Using the button as a red herring aids with grabbing the players attention. Light highlights the door and creates contrast to the surrounding enviroment.
Movement from the buckets combined with the use of pipes and leading lines help guide the player towards the door and button. Pipes and other props block sightline of the correct path and funnel the player towards the door.
Creating Tension
At the end off the chase sequence, I added that the player has to do a 180-degree turn. After the turn the player sees the enemies still chasing the player.
The turn is used to reinforce the feeling of being chased and aids with creating a stronger sense of urgency. The use of a closing door creates the reason for the turn and feels natural in such a context.
Funnel Before Reveal
Aids in creating anticipation of what comes next. It also helps with controlling what the player sees and also makes the reveal of the next area feel bigger.
PLACEHOLDER
PLACEHOLDER
PLACEHOLDER