Trainyard Outpost

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    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:

    Why I decided to have day and night versions of the level:

    In most mission based stealth games, especially the ones that give you the freedom to choose, I felt like this kind of setting and theme of a mercenary going on a mission given by a mysterious figure a decision on what time they would want to tackle the mission. Having the option to choose on how you want to tackle something in games is always wonderful to have and that was one of the main driving focus when designing the level and having a day and night section in the game. Most people love the dark and eerie feeling of an incredibly dangerous mercenary taking out enemies in the dark and giving them that feeling of the predator hunting its prey so they would love to tackle a stealth based mission in the dark as it fits more in line with that setting and theme. Some people like playing in the day as they want to see the beauty of the level in all its colorful fashion while also delivering violence upon the enemy forces which makes it sort of cathartic performing a violent act of killing in silence in the light of day where you could possibly be seen by all, which makes you that much more terrifying. Day or night, the player is completing the mission.

    Epilogue

     

    As my second level created in the Far Cry 5 Arcade editor, Followers Forest was a much smoother experience. I was able to better manage asset budgets, enemy NPCs, and navigate the editor’s tools with greater confidence.

    The level’s flat terrain and focus on industrial-style buildings and infrastructure made layout design and enemy placement more manageable compared to my first project. This iteration reinforced my understanding of the editor’s capabilities and limitations, allowing me to design a more polished, cohesive experience while enjoying the creative process even more.