top of page

Sunrise Countdown

Mirror's Edge Custom Level

INTRODUCTION

This Level is inspired by Mirror's Edge Catalyst. I set it out to have a visual style mix between the first and the second game with the mechanics of the first.

This was a solo level design jam project that included specific requirements. The Level had to be non-violent and have verticality.

PROJECT DETAILS

  • Developed in 1 month

  • Mirror's Edge Level Editor (Unreal Engine 3)

  • Level Design

  • Set Dressing

  • Scripting & Lighting

  • AI Scripting

PRE-PRODUCTION

BOARD

Before starting any projects I always find it very valuable to make a board, it's something I can come back to at any time during the project to make sure I'm not deviating too far from my initial idea.

REFERENCES

For this project I was inspired by Mirror's Edge Catalyst so I launched the game and took screenshots and recorded many videos, in the other hand the level is set to be under construction so I gathered many references from construction zones.

BEFORE & AFTER OVERVIEW

ITERATIONS

During my Blockout process I had to make a lot of iterations to make sure the flow was good enough on all chunks so the player wouldn't get bored, the only exception being the start of the level so the player can familiarize on what's to come. I also wanted the intensity to progressively increase as the player advanced in the level.

LEVEL WALKTHROUGH

LET'S START!

Once the player takes control I like to frame the view on the player's objective.


On the other hand I like to make the first area more "open" to explore it so that the player can become familiar with the setting.

LEARN THE MECHANICS

Now that the player has left the first area, I like to introduce them to puzzle mechanics. In this case all the scaffolding section makes the player learn the timing and mechanics the game offers.

ANTICIPATION

Before the player encounters the enemies, I start to give some glimpses: like the heli flying towards the player's goal, how the enemies rapel off the heli and how they take the lift to the area the player will eventually reach.

FIRST ENCOUNTER

All the build up led to this moment, at this point the player can either decide to go through the enemies and take the fast but dangerous route (green), or take the slow but safe route (blue). The AI is placed in a way so that even though the player will go through them they wont interfere right in the middle of the route.

AFFORDANCE

While letting the player explore on their own is great we don't want them to be completely lost since that would make their experience a lot less enjoyable.

To remedy this issue I added affo
rdance to discretely guide the player. Using wires on the floor leading to the right direction, a framed hole to go through it after a jump or even footsteps on the wall, they unconsciously guide the eyes of the player towards where I want them to go.

ENDING

After all the player went through, we give them some fresh air before the final cutscene and we lead them effordlessly towards our final goal.

The ending's main goal is to let the player relax and enjoy some beautiful views from the top of the building they previously climbed with some calm music and good wind SFX. 

SECONDARY OBJECTIVES

"Mirror's Edge" is a linear game, but when you do explore you are rewarded with a hidden runner's bag.
 

These are collection items you don't have to find, but for someone who aims to get everything out of the game, they are a nice addition.

If a player goes into an area where there is no path forward, offer a reward for exploring - not every time but some of the time.

hidden_bag.PNG
kismet.PNG

AI SCRIPTING

Kismet2.PNG

CUSTOM AI

Even though Mirror's Edge has some built in AI scripting, it didn't offer any kind of pre build scripts to do stealth, so I had to make everything from scratch. From the heli flying by, to rapelling cops and throwing grenades to try to stop you.
I really liked the end result because it feels so well polished!

SHOTS AND CLOSING THOUGHTS

This was my first project for a Level Design Jam which also let me had an idea on how it would be to work in the industry due having a deadline and needing to document everything from start to finish, going through all due processes.

If I had a bit more time, I would have added a background with random events such as cars going by, crowds and making the city feel more alive. Overall I really enjoyed working on this and I can't wait to improve my Level Design skills!

Thank you for reading.

bottom of page