Droid Factory Takedown

This personal project was my take on a level for Jedi Fallen Order. I wanted to craft a level that utilizes all of Cal's abilities from wall running, climbing, swinging and his combat abilities. I wanted to craft a level that utilizes diverging pathways that still hold true to the linear adventure the player is on!

mission breakdown

In Cal's quest to fight back against the Empire, rumors have pointed towards a warlord who has taken hundreds of Jakku citizens hostage. They are being forced to mine resources to create droids that are being sold to the Empire! Cal must traverse through the dangerous mountain top mining facility, sneak into the factory and shut it down freeing the hostages. At all costs the warlord must be stopped, do not let him escape!


Area BreakDown

  1. Cave systems

  2. Mountain top mining systems

  3. Warlords landing pad

  4. Hostage living district

  5. Droid factory

  6. Warlords palace

The goal of all these different areas was to showcase the extremely dangerous working conditions as well as seeing how the natural resources are mined and then formed into droids. This lets the warlord live like a king unlike the hostages living literally on top of one another.

My Process

When I first started this level I wanted a really strong opening composition reveal. So I started with that and then back tracked creating the first combat area that you exit to this reveal. From here I went on to craft the different paths that the player can take on their adventure to the Warlords compound.

Pathing choices

When I place diverging pathways in front of the player, I frequently show off the players goal to help influence the players choice! Will you take the path that seems to lead towards it, or will you take the side path?

Level Progression

As the player progress through the level I would occlude the players goal from their view. Then eventually show it off to them again when they've gotten closer to reinforce the fact that they are closer to their goal!

Combat areas

The Combat areas of this level I kept small. Eliminating the players ability to move around a lot, keeping the pressure on, and the enemies in your face. Forcing the player to master the combat mechanics to take on these vicious criminals.

STorY telling

Story telling through environments is extremely important. I like to load up on these elements at areas where the player will spend extended periods of time. Combat areas are perfect for this. While it adds to the overall intensity of the battle, it also allows me to show off bits of the story while they are playin.

Scripted events

Scripted events in levels can really add moments that leave the player speechless. So I like to prototype and play with different events that can add extra levels of detail to the "living world" I am creating. These moments are really good tools for evoking a specific emotion in players. (stress, fear, excitement, etc.) These "epic" moments are also a great way to let the player know they are on the right path.

Platforming

Platforming is a huge part of Fallen Order. So that is something I had to have in my level. Jumping from cliffsides, wall running to clear large gaps, shimming across the face of a mountain, or sliding under slamming machinery. These moments add an extra challenge for the player to conquer!