
LEVEL DESIGN
AC Blackbox - Cathedral
A project inspired by Assassin's Creed "Blackbox Missions" in AC Unity & Syndicate
DETAILS
Engine : Unreal Engine 5
Genre : Exploration / Narrative
Project time : 2 month
Mission time : 17/20 min
Mission brief : You must infiltrate the cathedral to assassinate a Templar officer who rarely appears in public. To do so, you will first have to pass through the monastery, which is torn apart by various events in which you will have to take part. However, be careful—the monastery and the cathedral are heavily guarded, and no one must see you, or the officer may be alerted and attempt to escape.
OVERVIEW
OVERALL MAP


The level is divided into two zones:
The Monastery: The first part of the level, primarily open, which the player must traverse to reach the cathedral. Centered around the cloister’s central area, this section contains two of the three events in the level, which the player must engage with to gain access to the cathedral. This part focuses on exploration and stealth.
The Cathedral: The second part of the level, more linear than the monastery, where the player will infiltrate from above to approach their target. Centered around emotional tension with light platforming elements, it includes the final event the player must interact with to successfully complete their mission. This area is more linear to give the player a sense of payoff after all the preparation in the first part of the level.
QUESTS & EVENTS


Gaining Height: The player's first task is to reach higher ground to survey the area. A sequence will introduce them to the different events occurring within the level, which they must participate in to access the Cathedral & complete their mission.


The Cook: One of the monastery’s priest-cooks appears to be ill. However, he likely has the keys to the kitchen among his belongings. The player will need them to complete the Help the Workers quest and gain access to the cathedral.


The Workers : The laborers responsible for restoring the cathedral are struggling with the Templar guards. You must help them before gaining access to the cathedral. However, to reach the area where they are being held captive, the player must first find a way into the kitchen.


The Uprising : The crowd gathered in front of the cathedral is waiting for you. Eliminating the Templar guards at the entrance will grant them access to the cathedral, creating the perfect chaos for you to take down your target!


The Templar Officer: The main objective of the mission. Eliminating him will free the area from Templar influence and relieve the population from their oppressor’s rule!
WALKTHROUGH
PLAYER PATH & PROGRESSION

Even if the player path shows the progression as :
Start Help the workers > Open the kitchen > End Help the workers
The quests of the monastery section can be done in any order since the player has to complete both to enter the Cathedral and the area is very open.

LEVEL STRUCTURE
Verticality & Vantage Points: Certain areas of the map give players a glimpse of locations they haven’t accessed yet, allowing them to gather information and plan their next move.

Multiple Paths: The monastery’s cloister is an open area that allows players to choose their own route. Some paths are more direct but lead through heavily guarded areas, while others are less straightforward but offer a safer approach.

Illusion of Choice: Although the monastery area is very open, the map’s layout ensures that players always encounter an event or progress in the quest. This creates a sense of discovery while preventing them from getting lost.

Peeking: I made sure to offer the player numerous opportunities to understand the surrounding environment: windows, closed yet latticed doors, and areas overlooking places they've already visited. This helps the player build a mental map of the level while giving them glimpses of unexplored spaces. This way, they can better prepare for upcoming challenges and have a clearer idea of their next destination.

APPENDIX
References & Documentations
This project was born from the desire to create a level inspired by Saint-Julien Cathedral in Le Mans, maintaining a certain architectural fidelity to the original building. The research phase (photos, blueprints, drone footage, Google Maps) was crucial in shaping the concept. The goal was to design a game environment that stays true to the real-world structure while also being engaging in terms of exploration, level design, and gameplay.

Process & Iteration
The first step was to model the cathedral and structure the rest of the level around it, making it a central landmark to guide the player's exploration.
All architectural elements were modeled directly in Unreal Engine using the Modeling Tools, based on various references and documents I gathered.
The main focus of iteration in this project was to balance architectural authenticity while refining the layout, pacing, and overall player experience.



















