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Stealth Assassin Project

A Third Person Stealth Adventure

Highlights video

Introduction

You play as an assassin, hired to eliminate a

rich businessman.
Sneak into the mansion and use your environment to hide and perform your assassinations. 
Disguise yourself as common workers to blend in and find out information about your target's movement pattern.

Summary

  • Individual solo project spanning 7 weeks of work. 

  • Focus on designing, planning, and building the level

  • Working with templates and simple scripts

  • Game planning and world building

  • AI placement and AI patrols 

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Note:

  • Template scripts not made by me.

  • Most of the meshes are from Marketplace Asset Packs

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The Project

Several methods can be used but the main goal is to make it look like an accident.

  • The target can be eliminated in 5 different waysMany details have been planned for this and every elimination has its own path.

  • More than one path or method may be used to enter the mansion.

  • The workers of the mansion can be eliminated and their outfits may be used as a disguise.

  • Conversations are held by the servants and workers, they may leave useful hints for the mission.

  • Certain items can be used to create a trap for the target to walk into.

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Ways to enter mansion

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Elimination exaples

The "Pest B Gone" Elimination

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1. Gardeners mention the "Pest B      Gone" in conversation.

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3. Put in soup (Can also be put in      drink by the bar)

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2. Grab "Pest B Gone" from the        renovation area.

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4. (If put in soup) It will be served       by the servant and the target         will eventually have a "last             supper" .

Path for the "Blowdryer Elimination"

Top down perspective: 1st Floor

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Top down perspective: 2nd Floor

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Metrics

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The Process

Overview/Planning

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Trying out layouts for the manison and how they leave room for different kinds of eliminations.
(Not everything from drawings is final)

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Planning how the target can be connected to the different NPCs around the manision and how the player can collect information about the targets whereabout pattern
Leading up to a
elimination that could look like an accident

(Not everything from drawings is final)
 

Refined Overview

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Whitebox Progression

Progression Highlights

Playthrough video with commentary (Subtitles Recommended)

Final Thoughts

One of the reasons I chose to make a Hitman-like project is that I wanted to try something different from what I'm used to and to create a level that can be played in more than one way. 

To do this I had to put a lot of thought into planning the overall experience.
For example how to use items in several ways, how dialogues can leave hints, and pretty much how everything can be connected.

Stealth games are something I don't usually play myself and I wanted to grow as a level designer by leaving my comfort zone and still trying something exciting.

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