Trainyard Outpost
- Genre: First Person Shooter
- Type: Level
- Engine: Farcry 5 Arcade Editor
- Role: Level Designer, Environment Artist
- Build: Playable Map Name:Trainyard OutpostDay/Night(Available via Far Cry 5 Arcade)
Table Of Contents
Add a header to begin generating the table of contents
Goal
The goal of this level was to create a fictionalized interpretation of the Ogbunike Caves in Nigeria. I aimed to evoke a sense of beauty and wonder as the player explores the diverse areas of the environment. The level is designed to deliver a feeling of adventure and danger, inspired by classic stories like Uncharted and Indiana Jones.
As the level designer and sole creator of this level my work included:
Sketching out the map using paper design.
Asset placement and NPC placement.
Writer for the intro sequence of the level.
Designed the entire level from the ground up in the Farcry 5 aracde editor.
Narrative Overview & Design Overview
Setting/synopsis: The story in this level is focused on a mercenary given a task to kill a group of enemy mercenaries that have taken over a trainyard outpost. The playable mercenary will be given a choice to tackle the mission during day or night, and once completed will be given a large sum of cash.
Narrative Synopsis:
Narrative: The story centers on a skilled mercenary hired to eliminate a rival group that has seized control of a strategic trainyard outpost. The player takes on the role of this mercenary and is given the freedom to choose how to approach the mission—either under the cover of night for stealth and infiltration, or during the day for a more direct, high-risk assault. Regardless of the chosen path, the objective remains clear: neutralize the enemy mercenaries and reclaim the outpost. Upon successfully completing the contract, the mercenary is rewarded with a substantial cash payout, reinforcing both the high stakes and lucrative nature of the mission.
Narrative inspiration:

When developing the opening sequence, I drew inspiration from the mission briefings in Metal Gear Solid and Hitman. These games set the stage with a cold, tactical tone—laying out high-risk objectives that carry immense value, whether it’s intelligence, money, or saving the world itself. I incorporated those same elements into my design, crafting an opening briefing that immediately immerses the player in the gravity of the mission while setting expectations for the challenges ahead.
Video game inspirations:


On the left are screenshots and a map of Gun Runner from Call of Duty: Modern Warfare (2019). It is one of my favorite maps from the game and served as a strong reference point for designing the Trainyard Outpost level. Gun Runner carries a gritty, mercenary like atmosphere, as if a group of armed smugglers were operating a hidden outpost deep in the woods far from prying eyes and law enforcement. I wanted to capture that same sense of secrecy and danger.
Another big inspiration was at the time of making this level was playing stealth games like “Metal Gear Solid”, and “Hitman” as they were games focused on stealth and using the environment around you to hide from the line of sight and using silence-based weapons to take out you enemies. These games really did get me in the mood to design a stealth based level where the main character would do his best to take out his enemies as quietly as possible and avoid alerting enemies which would lead calling in reinforcemnets and other enemies to your position.
2D Paper Design, Enemies, and level structure
With inspirations from the Call of Duty map “Gun Runner”, and the combat tone of Hitman and Metal Gear Solid 5, I sketched out a paper design to use as a guide for the level layout. from the train cars used as barriers to keep the player in bound, to the factory mills in the middle of the map, and enemies placed in many areas in this open space, the map was going to allow for player freedom on how to tackle the situation when it comes to taking out the enemies.
Enemy Types

The enemy types are armed security guards. I wanted it to have a feel of a group of enemies who were skilled yet laid back as they were free too walk around the area. This meant you had to be extra careful going through the level. They also fit the tone of the level as they are armed security guard looking soldiers protecting a highly secure area.
Level Structure and Flow:
Layout

This level is built as a large sandbox arena, giving players freedom to engage enemies in multiple ways. Cover points and elevated spots like the factory provide opportunities for ranged combat, while foliage in the back area supports stealth approaches. Visible enemy patrols let players plan their strategy, making each playthrough feel different. Although the terrain is mostly flat, distinct buildings and assets give each section a unique identity and gameplay role.
Vantage Points

Some areas allow players to reach higher ground, offering better angles for engaging enemies. This creates a dynamic sense of freedom, encouraging movement and strategic positioning. The design was inspired by Metal Gear Solid 5, which emphasizes fluid traversal and finding new vantage points to outmaneuver opponents.
Hide and Seek
