The Assassin In Line Project
Project Type
Stealth Sandbox Game
Role
Solo Developer/Designer
Location
Burbank, CA
Engine
Unreal engine 4
Other Software Used
Maya
A Bit About the game...
As someone who grew up playing Hitman games, I've always wondered: what if there was a level set in The Line, the futuristic Saudi Arabian city, in a Hitman game? Now, as a game designer who just received a one-week assignment from my level design instructor, I decided to create a sandbox map for the class. Step into the shoes of a master assassin tasked with infiltrating the hyper-modern, narrow confines of The Line. With sprawling vertical interiors, lush hidden gardens, and tight surveillance networks, every step demands precision. Plan your approach, manipulate your environment, and eliminate your target all while blending into the seamless flow of this utopian megastructure. Will you execute the perfect hit, or get lost in the endless corridors of glass and steel?

Project Post Mortem
Role Description
As a solo developer and designer, I wanted to take a systematic approach to my project. I began by creating a detailed sketch in Photoshop, which helped me visualize the layout and flow of the environment. To ensure realism, I referenced and studied similar architecture from Singapore and other countries, drawing inspiration from innovative structures like Gardens by the Bay. After finalizing the design on paper, I moved to the blockout phase in Maya, translating my sketches into 3D space. This methodical process allowed me to refine both the aesthetic and gameplay elements, ultimately creating an immersive experience for players.
When designing a futuristic environment like The Line, referencing contemporary and innovative architecture can greatly enhance the believability and visual appeal of the concept. Cities such as Singapore, with its seamless blend of nature and urban living, offer invaluable inspiration. Structures like the Marina Bay Sands and Gardens by the Bay exemplify how modern design can incorporate greenery and sustainability within a bustling metropolis. Additionally, the High Line in New York City showcases how repurposing urban spaces can create unique experiences for inhabitants. Other noteworthy references include the sleek lines of Dubai’s Burj Khalifa and the eco-friendly designs of Masdar City in Abu Dhabi. By studying these architectural marvels, designers can draw upon their elements to create engaging, immersive environments that feel both futuristic and grounded in reality.
Referencing real world
Learning Outcome
I learned many things during my solo journey of crafting this project. I not only took this as a homework assignment but also as an opportunity to learn something new, which pushed the boundaries of my knowledge of designing and implementing such levels.
One of the biggest challenge I faced during modelling the layout was, it was taking a long time to model custom assets in Autodesk Maya and Bringing them over to Unreal Engine 4 to place them around the environement. I had to remodel everything from scratch and place it again in the level, if the gameplay didnt feel what I was aiming for. So half way throught the project I discovered a way to model the entire space in Autodesk Maya that sped up my process of making and iterating the level. I used Instanced Models to duplicate objects around the level, and place them in the level, and then when I imported the entire level into the project using the "Import into Level" feature Unreal Engine provides, it imported all the assets in the space and automatically placed them in their correct locations. This workflow was a game changer for me as it just sped up my workflow exponentially. I can now test and Iterate my levels on the go, instead of remodelling the entire space again and again, I can make changes in Autodesk Maya using its strong modelling tools and bring the entire scene within minutes which initially took hours to do.
Quick Iterations using Maya in Unreal Engine
Blueprints/ Visual Coding
One of the biggest challenges I took on was to elevate my scripting knowledge to a higher level. I wanted to learn and implement more scriptable objects, such as a keycard system with multiple levels of security, scripted sequences where, upon overlapping a trigger, a certain event happens. I used it to create multiple approaches that the player can take to assassinate the target.
During assassination of the target I didnt want the player to just plainly walk upto the target and shoot them. I wanted them to get creative. So to support their creativity I implemented Events systems that would let the player setup traps or enable different ways they can finish off their targets. So keeping the scope and timeline in mind, I decided to add two seperate ways take out the target. Along with that there are three possible exits the player can take to exit the mission once the target has been eliminated.
Designing Events
Animated Sequencer
One of the things I wanted to try in this level design project was to include animated sequences to give life to the objects around the level, and to use it to our gameplay moments as well.
I animated boats floating around the river, elevators going up and down in the buildings. I also used them to animate the events, to showcase the approach the player chose to assassinate their targets.




I aimed to empower players to approach each mission on their own terms, creating a gameplay experience that celebrates creativity and strategic thinking. I wanted to ensure that players have the freedom to choose how to eliminate the target whether through direct confrontation or clever manipulation of the environment allowing them to craft their own narratives. The exploration aspect is also a key focus; the richly designed environments are filled with hidden pathways, interactive elements, and subtle storytelling cues that reward curiosity. As players navigate the intricacies of The Line, they’ll uncover secrets and devise their own tactics, enhancing the overall immersion and satisfaction of successfully completing their mission. This blend of choice and exploration cultivates a dynamic and engaging atmosphere, inviting players to replay the game multiple times, with each run presenting new opportunities and experiences.
What players liked:
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Enjoyed the open sandbox feel.
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Liked the freedom to approach the mission in multiple ways.
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Appreciated how expansive the play area was, with free exploration.
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Felt rewarded for discovering hidden areas and pathways.
What players didn't liked:
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UI was lacking, leaving players confused about where to go.
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The level felt too long at times, with moments where players were just holding ‘W’ to move forward.
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Frequent requests for guidance during the playtest.
Playtest Feedback
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Gallery
Here are some of the screen shots and videos of the project














