Followers Forest

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    Goal

    I designed, built, and published Followers Forest in the Far Cry 5 Arcade level editor. This single-player level tells the story of a man captured by the cult-like group known as the “Followers,” who intend to sacrifice him. To escape, players must fight their way through the forest and reach a mysterious statue that contains a portal back home.

    The level includes original dialogue that I wrote and voice-acted to enhance immersion. Over the course of two weeks, I handled every aspect of design and development, from environment layout to story integration and final publishing.

    • Sketching out the map using paper design.

    • Designing the layout of the map from terrrain sculpting and asset placement.

    • Designing combat encounters for the player throughout the player’s playthrough of the level.

    • Voice acting the main character in the video.

    Narrative Overview & Design Overview

    Narrative Synopsis:

    Narrative: The level’s story revolves around a lone protagonist captured by The Followers, a cult-like faction within the Far Cry universe. Their intention is to sacrifice the player in a forest they control. As the player regains control, their objective becomes survival and eventual escape through a mystic portal embedded in a statue at the forest’s heart.

    Video game inspiration:

    The level draws significant inspiration from Uncharted: Drake’s Fortune, particularly in its use of environment, tone, soundtrack, and the balance between traversal and combat. While the Far Cry 5 Arcade editor has inherent limitations compared to a full game engine, I focused on capturing the same chaotic, lived-in feeling that defines Nathan Drake’s world—where every encounter feels dangerous, unpredictable, and driven by human greed and cruelty.

    2D Paper Design, Enemies, and Level Structure

     

    In my 2D paper design for Followers Forest, I emphasized this same simplicity: guiding the player clearly from point A to point B while keeping the core mechanics grounded in Far Cry 5’s systems. Structurally, I designed the first and second acts to be evenly paced, leading into a third act that delivers a spectacle. This finale provides wider spaces, multiple traversal options, and different paths to the final objective, ensuring variety and player freedom while maintaining clarity in progression.

    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.

    In the third act, the player reaches the heart of the forest and confronts Yetis guarding the portal. These powerful enemies serve as both a gameplay and narrative climax. Mechanically, they introduce frantic, unpredictable combat that forces the player to adapt under intense pressure.

    Level Structure and Flow:

    Things I had to take into account designing the level:

    Since this was my first level using the Farcry 5 arcade level editor, I want to start out simple and not too complex in terms of game design. I had to be very careful not to overboard with foliage, buildings, and AI as it had a budget of how many assets you could place in the level. I sculpted out the terrain and landscape of the area before I did any asset placement or AI placement. I also did a lot of playtesting making sure the enemies were spaced out in a way that never overwhelmed the player to the point it was unfair and was still enjoyable to play.

    Epilogue

     

    Working on Followers Forest provided valuable insights into level design within the Far Cry 5 Arcade editor. I gained a deeper understanding of asset limitations, layout constraints, and how to plan levels more efficiently in the future.

    The project was an enjoyable experience that reinforced the importance of preparation, iteration, and creative problem-solving when working within a constrained toolset. The editor’s streamlined interface and ease of use make it accessible for both new and experienced designers, allowing anyone to create engaging first-person shooter experiences inspired by the Far Cry franchise.