Uncharted Fan level (concept)
Overview
I wanted to create a level concept for the Uncharted series using the Unreal engine as a level-building tool. I chose to use the mechanics from Uncharted 4 as this has some newer additions that can be used to flesh out the level.
Level Break Down
Area 1
When this level begins the player would climb up into the cave area and immediately be behind some cover, this would allow the player the choice of what approach they would take to complete this section of the level. This would have the player looking over the main section of this area with an opening in the cave that will have light shining through to catch the player’s eye and attract them to these openings. The opening on the left is an alternative route that allows for more of a stealth option while the light straight ahead of the player is the exit.
Each path has an elevated section that will allow the player to observe the behaviour of the enemies with the ability to stay hidden, the player would still have to get past some initial enemies to get to these locations but they would be able to observe and plan out there actions from the start of the level.
The side route used the tall grass/bushes from Uncharted 4 where the player can move through the level without alerting the AI. The elevated area on this path doesn’t provide much more of an ability to observe the AI so this location would include a collectable item to encourage the player to explore the level.
Throughout this area of the level, the AI characters will be complaining about being trapped by a landslide which the player will find at the end of the area that the player will use to progress to the next section. Before sliding down into the next area the player can look out onto the environment and will see a fortress in the distance which would be a location that the narrative of the game is moving towards as a way of foreshadowing.
Area 2
Once the player has made their way down the mudslide they will fall into an area of high grass and bushes so the player can reset and take in the environment. The player can then move in three directions.
-
To the right is a number of enemies and a collection of weapons and ammo for the player to replenish their inventory.
-
The central route will allow the player to observe the routes of the enemies either side of this raised area. It does still have two enemies for the player to defeat and can be done without being noticed so the player can remain undetected in a stealth play style.
-
If the player goes to the left the can try to progress to the next area unseen by using the bushes and rocks to avoid the enemies or use the rocks as cover and fight with the enemies in the level.
If the player is seen by the enemies either on the left or right side of the start the enemies from the other side will be funnelled through two routes that will likely flank the player but would still be manageable due to the lack of cover for the AI to use making them easy target for the player to aim at.
Area 3
The third area will be a path through the jungle when the player has walked down the path far enough it will trigger an event that will have a couple of vehicles driving down the path, stopping and enemies will get out. When this event is triggered if the player is on the path that the vehicles will come down it will force the player into a hiding spot next to the trigger point.
​
This area has two routes one with tall grass/bushes and cover with the other having cover added once the event has been triggered in the way of the vehicles.
Area 4
The final area will have an event trigger just before you enter, similar to the last area enemies will come in on vehicles that will then add to the cover that can be used in the area. These enemies will move to certain positions in this area and one will run and set up a machine gun on a ridge overlooking most of this area. This event will force the player to enter combat regardless of whether or not they have been noticed by the previous group of enemies, this would add variety to gameplay if the player has been avoiding combat.
​
Once the player has cleared the area they will be able to use one of the vehicles to progress to the next level. The player will be cued to this by having engine sounds play when the player stands near the vehicle.