Carrier escape Level
Carrier Escape Level
Complete walkthrough showcasing every major story point and mechanic
Documentation available below

Overview






Level is set on board of imaginary futuristic airborne aircraft carrier. Everything is created and dictated by its industrial purpose. Spaces are intended for specialized staff and not civilians. The player should feel that with every step he takes.
LDD - Core Principles
References
Real life aircraft carriers were used as reference for this level along with fictional ships. It was supposed to be a large industrial structure with clearly separated decks based on their purpose.


Architecture
Architecture of this aircraft was supposed to show that the space is filled with heavy-duty equipment. Additionally many parts of that carrier are clearly damaged or have fallen apart. Storywise it is due to the fact that is was meant to be scrapped before being hijacked but it also serves gameplay purposes - damaged structures allow for more challenging traversal paths.


Objectives


LDD - Flow & Gameplay


Layout
Starting with simple sketches through layout design to the final level.
From the very start this level was about the way up through different layers of this aircraft. It was important to reveal story beats gradually and let the player explore the area and his surroundings in a steady pace.


Flow Chart
Flow chart shows actions, combats and optional interactions in order. Additional information like describing player's feelings/cinematics or difficulty level of encounters can also be found on it.


Encounters happen in different places providing the player with different options - many paths, high ground, stealth. They are designed to be different from one another. The encounter in the final tower is a climax as it is inside a big room filled with enemies who carry different weapons.
Combat Areas
The player finds himself on an hijacked from scrapyard aircraft carrier that went airborne. He has to navigate through loading bays, warehouses, corridors and towers to get off the carrier using a helicopter. The whole ship is falling apart as it was meant to be scrapped. Throughout the journey from the bottom to the very top of the level the player will encounter mercenaries responsible for the hijacking. The goal is to locate the helicopter, disable locking mechanism and get to the hangars.
Along with the player on the carrier there is also player's partner. He also did not get off the carrier in time. As they both struggle to find their way to each other they decide to meet in the hangars hoping to find there a helicopter.
As the player reaches the surface, locates the chopper with his binoculars and is about to set off he gets information from his friend that he is already there but the hangar is locked.
Now the player has to get to the bridge and unlock it manually. After the encounter in the tower the mercenaries come after player's friend, that's when he comes to the rescue with the sniper rifle.
After the threat is gone the player finally meets his partner after using zipline.
Plot
LDD - Visual & Spatial Design


Red Lights
Many crucial points of interest are accompanied by red lights to make them stand out more and easier to spot even from greater distances. It draws the player’s attention and makes crucial parts more easily distinguishable. Also seeing red light and following it ensures the player that he’s going in the right direction.


Views & Vistas
At some points the game frames for the player some point of interest. When walking away from the valve the way to the control room can be clearly seen. When the planes are revealed it is supposed to introduce new location, information and emotion. After getting to the surface and waking out through the narrow door all huge structures and area becomes visible and shows the sheer size of the whole carrier.


Environment often points towards the right direction, exit or point of potential interest. This includes tacks, platforms or damaged parts of the carrier. The player (in the right moments) should feel the sense of the right direction even if it's subtle.


Gears
Gears can be seen on the engine and on the wall going up to the container controlling room. They suggest possible movement and turning the valve and seeing them move indicates potential new possibilities for the player awaiting someplace else.
Leading Lines


Ledges
They can be spotted in many places across the map and in many forms. The idea behind them is to be easily visible for the player. They highlight the affordance of climbing hinting the player about potential action or path.