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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?

The Line Level .png

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

Pitch Presentation

Learning Outcome

Working on this game has been an incredible learning experience. As my first project with complete creative control, it taught me how to communicate effectively with other talents. I also expanded my network beyond my team and school by attending meetups, where I invited people to playtest the game. This experience gave me valuable insight into networking and collaboration.

Through this project, the biggest lesson I learned was the importance of level composition. I delved deeply into cinematography, studying how cinematographers light and frame their shots to draw the viewer's eye toward the subject of the scene. I aimed to incorporate these principles into my level design, ensuring that key areas and elements not only stood out visually but also guided players naturally through the environment. This understanding of composition has significantly influenced how I approach the layout and flow of gameplay, enhancing the overall player experience by creating more engaging and immersive environments.

Desired Gameplay Experience

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:

  • Enjoyed the open sandbox feel.

  • Liked the freedom to approach the mission in multiple ways.

  • Appreciated how expansive the play area was, with free exploration.

  • Felt rewarded for discovering hidden areas and pathways.

What players didn't liked:

  • UI was lacking, leaving players confused about where to go.

  • The level felt too long at times, with moments where players were just holding ‘W’ to move forward.

  • Frequent requests for guidance during the playtest.

Playtest Feedback

Gallery

Here are some of the screen shots and videos of the project

Get in Touch

818-747-5865

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