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Cargo

Cargo is another one of my work in progresses being designed in a team of two for university. The level has been designed within Unreal Engine 4 with many of the assets being produced by myself in 3ds Max.

Focusing on stealth, Cargo takes place on the deck of a cargo vessel transporting valuable goods that has been overrun with pirates. Many of the containers appear to be empty, hinting that the real cargo is below deck...

My teammate was responsible for designing and exploring the second half of the level within the hull of the ship.

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With gameplay being at the forefront of this project, I wanted to add a little narrative into my level by providing more context as to what's going on.

The grappling hook and dinghy at the start of the level and the empty containers add a little more depth to the scene. With the player only being able to use a silenced pistol and the first enemy having their back to the player but needing to be taken out before progressing, it heavily suggests that stealth is the way to go about clearing the deck. To lend more into this style of play, the player also has the option to execute a stealth takedown, conserving ammo and staying quiet.

The guards in cargo follow a patrol path system provided to my team by the university. Using this, I was able to set up patrols that forces the player to check every corner before running blindly to their defeat.

I have also added a sense of verticality by positioning guards above the player in places such as the crane. 

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I believe providing players with choice really adds to the experience, thus, there are actually more ways for the player to complete their objective. By allowing players to climb atop the containers via oil drums and boxes to gain a height advantage, Cargo lets players decide their own difficulty and complete the level in the way they see fit.

Above: final video walkthrough of Cargo demonstrating my contributiuon to the project.

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