
Cyberpunk2024
Project Summary
Game Type: (Action adventure Shooter - Third Person)
Genre: (Sci-fi, Dystopian, Cyberpunk )
Platform: (PC, Console,)
Role: (Level Designer, Game designer)
Development Tools Used: Unreal Engine, Miro, Azure Devops +Git
Team Size: (3)
The core design of this project is to develop cohesive narrative driven level that follow the quest objective to deliver the stolen cybernetic from previous group memebers level and deliver it, Creating a obstecles and enemy encounters that can be dynamicly approached stealthly or loud, The level spans across highrise rooftops and use of verticality in between story beats and traversal to create more atmosphereic presence and immersion,
Video
Gameplay
Problem-solving decisions
One difficulty we as a team faced was that we wanted to have patrolling enemies in our levels to showcase where the patrolling zones and have more dynamic enemies, however we also wanted to have simple behaviours like being alerted and simple repositions, to simulate and convey a enemy encoutner,
-The solution to this is that we blueprinted a character patrolling a spline loop and added a box coldider as its detection range and made if the enemy spotted the player while patrolling we activated the ai controller which was programmed to reposition to random positions,
Player agency
- Player agency was thoruoghly though of while making this level since it was designed to have dynamic encounters where the resluts varyies from stealthy and loud outcomes and with that inmind we designed a linear sandbox where the player chooses approach, pace and style.
Iterative improvements
- The Level was iterated a few times, moving obstelces like mantle objects for traversal to be more direct and purposeful, and cover and encounters deleted and moved to not overcrowed players with varing difficulty.
Moodboard & Refrences

Narrative and Enviroment
How the story guided environment creation
- The story is breakdown of a main objective which is to steal a cybernetic from a high corpo bank, which is part of level 1 blocked out by my teammate Imlisen in level 1, the player manages to escape right in time for level 2 which Tomas convey with a stealhy rooftop escape sequence in level 2, after the player manages to escape, the corporation sends more security to the neighbouring areas and its up for the player to deliver the cybernetic in my level 3.
Interactive storytelling techniques
enviromental storytelling was a important aspect of this level to convey the world and set up the enviroment to the player.