Daniil ShorginLevel Designer
Loop · muted

Cyberpunk

A first-person project where you have to do a mission in a warehouse. The main reference of Cyberpunk 2077

Overview

Summary

A first-person project inspired by Cyberpunk 2077, highlighting the level’s non-linear design. The player can choose multiple paths to reach the destination, with all routes eventually leading to the same endpoint. Certain pathways become inaccessible if double jump is disabled (double jump is enabled by default)

Breakdown

  • Individual solo project spanning ~ 90 hours
  • Focus on Prototyping and building the level
  • All logic scripting by me (using nodes)
  • Using FPS Animation Blueprint v2 gmode
Download Build

Cyberpunk.exe · UE 5.4

Top View

Level layout
Level layout

Click the map to enlarge

Path

01OutDoor / General Entrance

This is the first zone we enter. Various containers are stored here, and there is a checkpoint. There are also patrols that guard this warehouse. There are 2 entrances to the main building. The first one is located near the external loading control point, the other leads to an underground parking lot, and from there to the main building

02Long-term Storage

This is a long-term storage warehouse where goods are stored that will not be useful in the near future and do not take up much space. You can get here either directly through the street, through the main entrance, or through the underground parking. There are also guards who make sure that no strangers get in here. From here you can get to the courtyard, which is located on the street, but surrounded by a fence

03Transition to the Elevator

A transit area that connects a long-term storage warehouse and a parking area. There is an elevator here that takes us down to the Combat Arena. But in order to use it, you need an access card. It is stored in the main office in the boss' room

04Underground Parking

In the underground parking lot there is a transport that is used for loading and transporting goods, as well as personal transport of employees of the enterprise. There are also gas stations so that cars are always ready

05Ventilation

A vent that we can get into. This area is an alternative way to get to the courtyard. If we go directly, we will have to face the guards who are sitting in the temporary storage warehouse. If we use an alternative route through the ventilation, we can get on unnoticed

06General Office

This is the main office where the heart of this enterprise is located. There is a separate lounge area on the ground floor where employees can relax and unwind. On the second floor there is a work area where office staff work. And on the third floor is the boss's room. It can be accessed by elevator, but for this you need an access card, which is located at the employees of the enterprise. The boss's room has a ventilation passage in his loggia, which is considered a quick access to the street

07Underground Communication

These are the underground communications that are located in the courtyard. They connect all the buildings so that the whole enterprise works. We can get here through a small gap in the wall. A zone with no opponents, made more for exploration and loot

08Combat Arena

Combat Arena is the last location. We will get here only after we pick up the key in the boss's room in the general office. We go down the elevator and get into the arena, where we have to fight a bunch of opponents. The main goal of the mission was to find one person who was abducted and is being held here. After we have fought the opponents, we find him and successfully take him outside. The elevator that takes us back to the street is located almost in the same place where we entered the first zone. After that, the task is considered completed

TopView (Upper)

TopView (Upper)
TopView (Upper)

TopView (Arena)

TopView (Arena)
TopView (Arena)
Level design

Bonus Loot

Explore the location to find chests. Some of them may be located in simple locations, while others require solving spatial puzzles

Loop · muted
Level design

Enemy AI

There are opponents on the level. You can either try to avoid them, or take a gun and go kill them. Some opponents are standing still or sitting at the computer, while others can patrol the location

Loop · muted
Level design

Turret

You can meet turrets on the level, it will be quite difficult to pass them directly. Try to find a place where they won't see you and destroy them with a weapon

Loop · muted

Gameplay

Reflections

The main task for the level was to make a location for the game Cyberpunk 2077. I tried to convey the style of this game as much as possible. The main difference that I noticed in this game, in building a level, is the huge variability in the path. We can get to the same point in several different ways, and I tried to bring it to my level.

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