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The Price of Process 

 
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Level Overview

    The Price of Progress is a combat-focused Starfield level with a few puzzle elements. Throughout the level, the player will engage in combat against human enemies equipped with melee weapons, assault rifles, or sniper rifles, as well as robotic enemies, including combat robots and robotic dogs. The puzzle mechanics are locating and activating the correct terminal to unlock the exit door.

Final Top Down layout (Create by MIRO)

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Top Down Layout of interior area and 1st floor of interior area

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Top Down View of 2nd floor interior

Top Down View of Level  in Engine

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Top Down View of exterior area in Engine

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Top Down View of interior area in Engine

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Design Goal

1.Provide Multiple Combat Styles

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2.Provide and encourage players using optional Combat Support Rewards

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3. Provide different NPC Interaction for Narrative Depth

 

 

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Detail of Design

Combat Design:

1. Optional Combat Support:

  Players can discover or unlock two types of combat assistance by exploring, using stealth, or persuading certain NPCs. These include:

Turrets:

     Can be activated via a terminal. They have high damage output but low durability,
     Making them effective for taking down small groups of enemies or dealing partial damage to bosses like squad leaders or robotic bosses from mid-to-long range.

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​Friendly Robots:

These Robots use only melee attacks but have high durability. They serve as tanks, drawing enemy fire and absorbing damage to support players in close combat.

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2. Provide varied Weapons for diverse playstyles:
 
To encourage different combat preferences, I provided a wide range of weapons:
Turrets:
•    Shotgun and Axe: For players who enjoy fast-paced melee combat and evasive movement.
•    
Laser Sniper Rifle: Ideal for long-range combat, especially effective against robotic enemies.
•    
Laser Pistol and SMG: Standard weapons balanced for most combat scenarios and player types.
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3. Different Types of Enemies:
 
 
There are two major enemy categories in the level: robot enemies and human enemies, each encouraging different strategies.
Robots Enemies:
Standard Combat Robots: Primarily use mid-range laser attacks; have a medium amount of health and cause moderate damage.
• 
Robot Dogs: Highly mobile, using fast melee attacks to pressure players.
Robot Bosses: Slow-moving but has an extremely high mount of health, equipped with high-damage machine guns for sustained suppression.

 
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Standard Combat Robots
Robot Dogs
Robot Bosses
Human Enemies:
Snipers: Engage from long distances, usually positioned behind cover.
• 
Riflemen: Use SMGs for mid-range combat and are equipped with jetpacks, allowing them to quickly traverse vertical spaces.
Melee Fighters: Wield axes and aggressively charge the player for close-range attacks.
Squad Leaders: Use shotguns and have high aggression and damage output in close range.
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Snipers
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Riflemen
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Melee Fighters
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Squad Leaders:
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4.Tactical Choices: Stealth
 
 
 
Stealth:
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I made most enemies begin in patrol mode and will not attack the player unless provoked. I adjusted their perception distance to support stealth play which enemies only engage when the player is very close or opens fire.
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Reward of stealth:
Many rooms include terminals that, when activated, deploy friendly turrets or combat robots. Players who successfully stealth their way to these terminals are rewarded with additional firepower to aid in upcoming fights. This system encourages and reinforces stealth as a viable playstyle.
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Open World Design:
The Village:
At the beginning of the level, while passing through the town, Player can exploring this town.Talking to NPC and getting side quest.
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There are various buildings in the town that serve different purposes for the player to explore. During exploration, players can also choose to talk to nearby NPCs to gain additional information about the quest.
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Top Down View of Village area in Engine

 
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Talk to different NPC: Diverse Perspectives
By talking to different NPCs, players can learn diverse perspectives, gain a deeper understanding of the level’s story, and ultimately make their own choices.
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Farmers’ Market:
A farmer who sells vegetables will tell the player that robots help him with farming.
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Small Clinic
A doctor at the small clinic will tell the player that robots assist her in treating patients.
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Robot Shop
The robot shop owner will tell the player that he has made a lot of profit by selling robots.
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Piazza
A young man will tell the player that he was beaten and injured by a gang’s combat robot because he owed them money.
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TRAILER

 

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