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DENVER ZOO

A third person combat adventure

INTRODUCTION

The project aimed to deliver an immersive experience, blending narrative and level flow to evoke foreboding and intrigue.

Through environmental storytelling, I portrayed a grim destiny, ensuring every detail immersed players in the envisioned world.

 

Additionally, balancing combat, stealth, and exploration was vital, enriching the player's experience with varied and engaging gameplay dynamics.

PITCH

In a post-apocalyptic world plagued by anemia, a father must infiltrate the infamous blood-bandit camp of Denver Zoo and locate his wife.

DETAILS

  • 5 weeks half time
  • Unreal Engine 
  • IWALS Template by Jakub W (and Truck mesh)
  • Assets made by me in Blender

OVERVIEW

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The level spans through a range of Zoo-facilities.
Each of them offers a different approach and scenario.

With every act, the tension rises, propelling the player to navigate through each area of the Zoo until they confront the climax, battling their way back. 
During the experience the one objective unravels into three:
  • Objective 1: Locating the wife
  • Objective 2: Reach radio tower & send message
  • Objective 3: Return to the truck
     

INSPIRATION & PRE-PROD

The entire concept occurred when I stumbled upon the new masterplan for Denver Zoo—a massive project spanning two decades into the future. To me, it immediately resonated as the ideal backdrop for a post-apocalyptic combat scenario.

I identified the sections and elements that I found intriguing and started gathering references.

My primary source of inspiration has been real zoo facilities, from which I draw ideas on their functionality & condition in a post-apocalyptic Denver.

PROCESS

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The master plan can be found here

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BASED ON A PREVIOUS ASSIGNMENT

The project started as a school assignment centered around level exploration combined with action-filled backtracking.


However, due to the assignment's structure and time constraints I identified these issues at the end:
 

  • The level lacked action until the final section

  • The environment didn't fully evoke a "zoo setting"

  • Some convoluted areas with
    no true purpose & intention

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Oldmap.jpg

OLD OVERVIEW

Blue signifies exploration or stealth, while red stands for combat situations.
 

Sections outlined in white represent areas that were kept & refined in the final version of the level.

Old Savanna

BUILDING WITH 
"SATELLITES"

Having already identified the sections for addition or revision, I found it easy to start working.

Initially, I used the sitemap as a template and constructed the area to true scale. However, it turned out to be too large and the spaces connecting them felt empty.

I began designing the sections as individual "satellites". That way I could iterate freely within them whilst simultaneously explore the cohesive spaces that connect them.

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During the blockout stage, I began experimenting with level flow by moving the sections around.

Here's an example of what that workflow looked like: 

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Tropical Discovery, a reptile exhibit, was originally the intro of the level. 

The section involved no combat, merely
linear exploration and no vertical movement.

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Later on I realised I wanted to move Tropical Discovery further into the level.

I could then move the entire section, align and connect the passages.

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I can then utilize the knowledge from previous iterations to rebuild the space.

Final version of
Tropical Discovery offers combat, stealth, and vertical movement.

WALKTHROUGH & DESIGN

ACT ONE

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1. OLD EVENT
CENTER

2. SEA LION SHOW

3. ALLEY

1. OLD EVENT CENTER

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2. SEA LION SHOW

The player, just like the main character, ventures into this level with no prior knowledge of the area.

The first act eases the player into both controls and combat. Vantage points guide the player and lets them plan out their approach. The environment works in the players favor as none of the combat situations should feel overwhelming.

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3. ALLEY

Following a brief recap of controls, the level starts off with an initial glimpse of the level through an establishing shot. Initially, only the radio tower is visible, hinting at the upcoming second objective.

Subsequently, the vista expands to reveal the entirety of the level, showcasing landmarks and crucial elements. Serving as a guiding light, the radio tower directs and orients the player throughout the entire level.

SHORT TERM GOAL

LONG TERM GOAL

MID TERM GOAL

ACT TWO

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4. TROPICAL DISCOVERY

5. LION ENCLOSURE

6. CAPTIVES

This segment is designed to grant players greater autonomy by incorporating vertical movement and stealth elements. It stands out as the sole section where players can navigate without engaging in combat.
 

In the latter part of this act, the tension is intentionally eased following numerous enemy encounters. It allows for additional exploration, serving as a transitional phase before the revelation of the cages.

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4. TROPICAL DISCOVERY

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5. LION ENCLOSURE

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6. CAPTIVES

Upon entering Tropical Discovery a vast of oppurtunities are revealed to the player. The straightforward path is forward, on top of the exhibits. 

The player may choose a stealth path above the enemies and then hide within the old reptile enclosures.

The wife is imprisoned with the other captives in the old lion cages.
 

The captives are organized according to blood type, as indicated by the graffiti on the lion information boards.
 

Upon assisting the wife, she assigns the player a new objective: reach the radio tower and alert the camp back home.

ACT THREE

8. SAVANNA EXHIBIT

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9. ANIMAL HOSPITAL
& RADIO TOWER

7. ANIMAL BRIDGE
& TRUCK

8. SAVANNA EXHIBIT

The act commences with a fresh objective: reaching the radio tower to transmit a message to your camp.

As tension reaches its peak, this signifies the ultimate leg of the journey. The player must navigate through the encounters of the Savanna, ascend to the apex of the hospital, and return unscathed.

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7. ANIMAL BRIDGE& TRUCK

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8. SAVANNA EXHIBIT

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9. ANIMAL HOSPITAL& RADIO TOWER

THE SAVANNA: ONE COMBAT SPACE,
THREE ENCOUNTERS

The Savanna exhibit is a big flooded area, set up for three different scenarios.

As the player drops down from the viewing deck to the Savanna,  

a sniper laser sight zeroes in on them. Here, the sniper in the observation tower has the upper hand.

This pushes the player to move forward quickly, hopping from cover to cover while staying out of sight to avoid getting targeted, thus limiting their ability to fully explore the area for the time being.

Become  the sniper.

The zipline from the hospital rooftop leads directly to the observation deck. Following a straightforward encounter, the player now assumes control of the sniper rifle and the upper hand.

The second Savanna encounter serves as a brief sniper mission, tasking the player with eliminating enemies spawning from various locations.

This  also provides the player with an opportunity to survey the area and plan ahead.

As the player clears the Savanna the wife barges through the gates with the truck, flashing the headlights and blasting the horn. 

During the third encounter, the player must fight their way towards the truck as enemies spawn around them.

The zipline landing point reveals a rifle more suited for close combat so that the player may switch out the sniper rifle.

ENVIRONMENTAL STORYTELLING

I'm a big fan of narrative integrated into gameplay. The Bioshock and Last of Us series offer excellent instances of this.
 

In this level, I've incorporated side scenes to enhance storytelling. Paired with level traversal, it compels players to experience and witness these events firsthand. 

CLOSING THOUGHTS

The project was a tremendous learning experience, and I thoroughly enjoyed the journey.

It was exhilarating to delve into architectural plans once more, but with a unique twist: deconstructing them and repurposing them within the post-apocalyptic setting of Denver.

However, bringing my concept to fruition proved more challenging than expected. The initial designs were overly ambitious, requiring significant scope reduction. Transitioning to working with satellites instead of the entire level helped solidify my workflow, making the process smoother.

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The Restaurant, a segment that got cut, now serving as a backdrop/environment.

Looking back, I realize I should have opted for a more concise feature and segment list. Balancing stealth and combat in the same spaces, along with managing the three different encounters in the Savanna, posed significant challenges. Nonetheless, I'm pleased with the outcome of the process. It allowed me to experiment and generate some exciting moments.

The template didn't prove to be as easily adaptable as I had anticipated, resulting in a considerable amount of time spent trying to customize it to suit my needs. For future iterations, I will likely explore alternative templates and/or develop my own.

In the end, I'm super proud of the result. The level feels immersive and captivating, and at this stage, it does feel similar to what I had envisioned. 

I will definitely pick up this concept again!

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