jaclynhuchel@gmail.com
Jaclyn Huchel - Level Designer
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  • Professional Work
    • God of War
  • Individual Works
    • Writing Samples
    • Chaos Rains - Crysis 2
    • Thesis - Rise and Fall
    • The Murdered Prospekt - Source SDK
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  • About Me
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Development Info

Game: Crysis 2
Engine: CryEngine 3
Genre: First Person Shooter
Development Time: 24 Weeks
Game Mode: Single-Player Mission

Responsibilities

  • Concept and Documentation for Level Abstract and Thesis Paper
  • Design Combat Encounters exploring Vertical Gameplay
  • Design, Build, and Polish a multi-story Environment
Download Level
Download Thesis Paper
Download Level Abstract

Thesis - Rise and Fall from Jackie Huchel on Vimeo.


Thesis Overview

Vertical space and combat in FPS games immerse gamers in a large space with varying heights for advantageous points against quick, reactive enemies. I chose to explore the challenge of creating combat in a vertical space and outlining best practices. My research explored both various first-person shooter games that emphasized vertical gameplay through level construction, enemy placement, and AI paths. 
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Methodology Summary

  • Constructed the level in CryEngine using assets from Crysis 2 Maximum Edition. 
  • Designed the level to take place in a large Mall to keep the player within a large vertical atrium.
  • Guided the player through the level using a Push and Pull technique based on enemy placement and paths.
  • Challenged the player with unique enemy encounters such as enemies shooting up through glass floors or dropping down from above.
  • Pushed the player's field of view when exploring and fighting enemies on a vertical plane. 
  • Conducted numerous playtests utilizing professional feedback to implement on new iterations.
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Results

  • Positive feedback regarding level iterations. The flow and structure showed a new side of Crysis gameplay that drew players to explore.
  • Enemies successfully used Push and Pull technique to guide the player along the critical path without the player feeling like they are forced onto it.
  • Able to learn about voids in gameplay and how to accommodate for them by using them as cooldown fights or resupply locations. 
  • Learned how to balance weapon selection and tactics based on player exploration and upcoming enemy encounters. 

 Jaclyn Huchel