Exercice
We had to choose a linear game and transform it into an open world by reinventing the gameplay and adding systemic mechanics that would suit this type of game.
We also had to create a level design of one of the Point of Interests in the game by adding three different ways to reach it
My intentions
After a long analysis of Bioshock Infinite's level structure, I decided to transcribe as faithfully as possible the different zones that could be found in the game if it were an open world.
The first path takes the player through a town, then a museum and finally a storage warehouse, before he discovers the status of Comestock after climbing the stairs. This section takes the player through narrow buildings, where he encounters numerous enemies he can fight or dodge.
The second path begins with a short course that takes the player to an airship. Once inside, the airship flies off and takes the player to a platform near the status. However, the player will have to fight waves of enemies who will assault the airship along the way. This phase diversifies the gameplay and increases the player's stress to improve his ability to adapt.
The last path will challenge the player's aerial combat capabilities. You'll have to cross a station and hold on to the sky-lines to reach the status. Along the way, he'll have to fight with a horde of enemies who will pursue him to the end.
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