Two Pager AC
Role :
Mission Designer
Description :
A two-pager made for a class at Campus ADN to design a 'black box' level in an open-world environment for a fictive Assassin's Creed game set during the Mongol invasion during the 13th century.
Year: 2022
Genre: RPG

Level Design
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The player starts with the information to meet an informant in the city that will give him information about the different people he can go see.
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The map is an open world. The player has many choices on how he wants to proceed though in this case, he goes to point 2. Point 2 represents a market that has one of the people of interest. That person will give him information to go toward the church.
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As an assassin game. There is an area where the player is considered hostile upon entering. To avoid those, he decides to get over a wall to reach the upper city and the church. There he will find the main maidan and seek information about where the city bailiff is. The maidan will then send the player toward the 'Blackbox'
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The player will have many choices on how to approach the BlackBox. Though this area is a more 'Scripted' one in the middle of the open world. The player has the freedom to approach it as he wishes. He can take a sneaky approach or go crazy and loud. Both options will play out differently and both will be rewarded in their way.
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The player goes to the spy in the city where he will get a cinematic to show an introduction to the game system.​
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Investigate the first contact given by the spy.
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Goes to investigate the second contact. Being Assassin's Creed the player goes over the wall to avoid the guarded area.
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The player knows where the 'BlackBox' is for the final scripted mission of the city

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Being an Assassin's Creed Blackbox, the player has a 360 approach to it.
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In this case, the player goes by a small three outside.​
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They jump on the side of the building to infiltrate it.
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Once inside they will jump over the ceiling to position themselves on top of their target.
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Once in position, they jump to assassinate the target.
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The player then fights the guards before running away to the backdoor.
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Since it's a 360 approach the player could have followed the pink line instead.
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Coming from the south and striking directly.​
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Doing so force the target to retreat to his room. Gives the player a harder fight to reach it by not sneaking.
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A small exit once the player finally reaches the target is given so he doesn't have to go back.
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The player can now exit where he wants back in the city.
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Game Design
The initial task was only to design a quest. Though we were allowed to do an extra to design a game system. In that case, I worked on a system to gather intelligence and find your target.
Here is a short resume on how the system works.
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Has the player enters the city, an informant is discovered for the player to talk to.
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Once the player has talked with the informant, he will be made aware of some 'intel' on the city.

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The intel includes random characters of interest that could be the final target.
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Those will be in a unique tab in the player menu. Each character of interest is represented by a portrait of them and a line to show the link between them.
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The player will have to seek information on those characters in various ways. He can blackmail, bribe, or threaten people close to the person of interest.
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Has the player discovers information on the character of interest, a new link between previously unknown characters can be discovered.

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Has the player discovered information on each character, their portrait will grow or shrink in size depending on the amount of influence each character of interest has.

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The goal of that system is to provide Assassin's Creed with more replayability and a way to share your experience online and with your friend.
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Each player can share the way they achieved their objective online or with their friend and share how they did it and compare their progress with other players.
