Hydroelectric Dam


Hydroelectric Dam - Single Player Level Design

2009: Rogue Warrior (Xbox 360, PS3 and PC)

The hydroelectric dam is set deep behind enemy lines near Ryazanovka, Primorsky Province southern Russia. The player fights along the upper surface of the dam - using a choice of stealth or all-out attack to infiltrate the heart of the dam where the generator room and the massive turbines that power an adjoining submarine base are located. Destroying the turbines sends the facility into an emergency shutdown. With only limited power available, the submarine base cannot open its sea gates, preventing the submarine from escaping - setting up the events of the subsequent and final mission.

Key duties:

  1. Writing level design documentation and creating top-down diagrams
  2. Creating scripting plans and contributing to other aspects of technical design
  3. Working closely with artists, programmers and design team leads
  4. Creating "whitebox" prototypes of the fundamental level geometry
  5. Designing and implementing key events and combat encounters
  6. Final level implementation and scripting including overall level logic
  7. Critiquing and writing feedback documents for mechanics and other levels
  8. Conducting play-tests, reviewing and cataloguing test data
  9. Balancing / re-working scenarios and encounters according to play-tests
  10. Bug fixing and working closely with QA

Official Web site: www.roguewarrior.com

See below for screenshots of the level at various stages of completion:


screenshots
Early Level Geometry Early Level Geometry
One of the first versions of the actual level geometry that I built using Maya for in-engine play-testing.
Level Design Overview Level Design Overview
This was the final level overview diagram with events and route nodes - additional art changes also incorporated.
Level Geometry Iteration Level Geometry Iteration
The level was elongated further and given a slight curvature to enhance visual interest.
Upper Dam First Cut Upper Dam First Cut
Following a second art pass - cover and elevated platform positions are play-tested in-engine.
Lighting the Way Lighting the Way
Functional lighting tests in-engine "bread-crumb" the players' route around the main turbines.
Cover & Gantries Cover & Gantries
Cover areas and elevated platforms - shot taken before object & enemy placement.

Copyright © 2002 - 2010 - Ian Hannigan (unless otherwise stated).