Mission design with multiple routes and free-style gameplay.
I designed a mission focused on the player’s freedom of choice, where every decision – from exploration to combat – influences the development and difficulty of the experience. The level begins with a narrative introduction and covert tutorial that establishes objectives, parkour mechanics and verticality.
The environment is structured in interconnected zones with multiple entrances and routes: rooftops, interiors, sewers and streets, always offering at least one undetected “ghost” option. The player’s decisions – total stealth, lethal stealth or direct action – affect the number of enemies and the behavior of the environment in the following areas.
The final objective, an assassination, can be executed in different ways, adapting to the chosen style. The design encourages replayability, rewards observation and strategy, and makes the player feel like a true assassin with mastery of space.