The Challenges
As my objective was to understand and apply the design values of the immersive sim, I had to give a proper definition of it. For me, the principle of this genre is to provide the player with different options, a variety of actions, and information about various objectives to help them make conscious choices.
To do so inside the context of Dishonored, it's about offering:
Flowchart & Walkthrough
Kill Bayles
Trap Bayles
The first part of the level sets the context of the district and what players should expect in terms of encounters and paths, whether through parkour or stealth. Depending on the path players choose, they can find documents to understand what's happening inside the district. They can also talk to the Homeless man, who will share his thoughts.
The second part of the level introduces players to the station. Many paths of parkour lead to a vista showing the station. Players should want to look at what's happening, as it's one of the more emblematic buildings than the others. Triggers are placed to allow players to see a scene inside the building. It marks the beginning of the second objective that players can choose to pursue or not.
Enemies
Enemy patrols
Objective’s steps
Chandelier blink path
blink path
Specific medical guard for quest
Player entries
The roof of this building is an entire entry
The third part gives players a break as there are not many enemies to encounter outside the building. Bayles has his own patrol path that leads to multiple places around the building. If players want to kill him, they will have to be patient or very discreet.
Otherwise, there is different entries that can make the life of players easier for the secondary objective.
Enemies
Enemy patrols
Objective’s steps
Chandelier blink path
blink path
Bayles
Bayles patrol
Player entries
Unique entry at third floor
Moodboard
Work Highlights
Location : district designed to accumulate plague suvivors from Dunwall and emplied them to the mines.
Made in 12 days
Unreal Engine
My intentions were as follows :
Time of the day : The action takes place at the beginning of the afternoon, during working hours.
Synopsis : A group of survivors tried to revolt and killed their supervisor. Duncan Bayles comes to the district to restore order by force..
Ambiance / Flavor : Silent and enigmatic, with a soft wind and sunny weather. Dirty, dilapidated buildings.
Objectives : The players have to kill Bayles.
A secondary objective can be triggered: the players have to set up a trap for Bayles, leading to his arrest after a positive infected blood test.
Players abilities : The players can slash with a sword, use the blink (teleportation), shoot with a gun, double jump.
Characters : Bayles Duncan, The medical guard, The homeless man.
Standard Guards
Story :
Players arrived in a district led by Duncan Bayles. He is the owner of the Bayles Trading Company and is in charge of the stilton Mines after Aramis disappeared.
He made a deal with Duke Luca Abele to import plague survivors from Dunwall to a destitute district in Karnaca that will not be accessible to anyone. Bayles will force the people to work in the mines in exchange for a fair share. Some plague survivors may still be infected, even if all the survivors are immune. Bayles had to build a specific train station for himself, his guards, or important people. Any exit from the district via the train station will require a blood test to ensure you're not infected.
The survivors regroup in a district, forming a community. Some resent Bayles and his methods, while others accept that life is better than in Dunwall. However, Bayles, operating in the shadows, sells some of them to the highest bidder, notably as guinea pigs for quack doctors.
A few survivors attempted to rebel by killing their supervisor. The district is on high alert, and Bayles has arrived to restore order.
Layout 2D
Enemies
Enemy patrols
Objective’s steps
Bayles
Buildings with interiors
Guard outpost
Path underground or under buildings
Second Objective triggers
Player start
Buildings
I decided to build the buildings with an interior height of 6 meters per floor. For larger buildings and a variety of setups, some can have an interior height of 7 meters.
As for the windows, I kept them at 1 meter high because it fits with the jumps and provides enough cover from the guards.
Metrics
Covers
2 m high
Players can stand up and be covered. They can’t step over it with double jump.
1 meter high
Players can crouch behind to cover themself. They can step over it.
Ingredients
Street Lamp
15 to 12 meter high
Players can blink on it to reach a certain height. Can’t be taken from the ground
Balcony and pipe
1 meters high, 2m large, 1 to 3 or 5 meter long
Used as an extension of the building and often accessible from the ground.
Guard Out Post
Display column
6 meter high
Players can use them as a support to access other gameplay elements
Chandelier
2m high from the ceiling
Allows Players to reach high ground in buildings to infiltrate and quietly observe different situations. Essential in close quarters.
Benoît Cassin
©BenoitCassin2023