The Factory
Project info
Game description
The Factory is a fast paced first-person shooter, set in an unknown facility occupied by a hostile group who took control over it
This was my second game design assignment during my Game design course at CG Spectrum under the mentorship of former Ubisoft Lead Game Designer and current Game Design Director at People Can Fly Studio, Philippe Baude.
Core Pillars
- Strategy: Given your limitation in terms of guns to carry, the player will have to think of the best strategy to be able to beat the entire enemy army occupying the facility. That, plus the enemies having certain weak spots you might have to destroy first in order to have a chance to kill them (especially with stronger enemies) will force the player to think before acting.
- Options: The level can be cleared in more than one way. There’s not a unique combination of guns to carry/obtain for the player to finish the level. Given the different number of guns, their rank and their limited ammo, the order the player obtains the guns might vary, making it harder or easier depending on the strategy he uses.
- Exploration: The player doesn’t have to follow a concrete path for him to progress through the level, therefore, he can explore the area freely with the help of the potential minimap or radar. This might complicate things a bit if he encounters the strongest enemy units first though.
Gameplay
The Factory’s gameplay is based on the following 3 principles
Types of guns available
There will be different guns through the entire level that the player can use if he’s able to kill the enemies. Each gun, except for the character’s pistol, will have limited ammo, and that limit will vary depending on how powerful the gun is in terms of dealing damage
Always have a back up plan
The player will start the game carrying his common gun and will act as backup weapon in case he runs out of ammo when using the other units he will find around the facility’s interior once he clears the enemy units. This will let the player have a way to still face the enemies without having to use close combat, which could be a huge disadvantage considering that the enemy units will be using guns.
Weak spots
Some enemies, if not all, will have certain weak spots the player will have to destroy first with his guns in order to increase his chances of beating them. Given this scenario, the player will have to consider different strategies when it comes to which gun to use to destroy said weak spots before having the chance to take the enemy down.
Interface
The Factory is a first person shooter without any type of RPG elements. Due to this nature, the interface must adhere to standard first-person conventions in control.
First Iteration
- Current weapon’s info: name and ammo (current/max).
- HP bar: indicates the player’s life.
- Charge bar: if the weapon is a charged one, this bar will appear for when the player uses it.
- 3D radar: a radar showing the player some key information related to the level; enemies, potential ammo/loot, etc
- Mini map: a close view of the level given to the player.
- Officer’s Assist: a small interface to help the player with concrete information about the enemies, place or objectives.
Final Iteration
- Armor: The amount of armor left, with max being 100. If the player gets damaged and loses armor, after 10 seconds without being hit, he will start to recover 5 units until being back to 100.
- HP bar: indicates the player’s life.
- Ammo: The amount of ammo left for the current weapon. In all the weapons (except the basic pistol that has unlimited ammo), the game only shows the ammo left because each weapon can only be used while still having ammo.
- Current gun: The current gun the player is using.
- Gun vanishing timer: When an enemy dies and drops their gun, there’s a 30s timer in which the player can grab said weapon before it disappears. If the player grabs a weapon and has a secondary weapon already, the secondary weapon is dropped in order to be able to pick the new one. This brings a decision process in which the player needs to decide which weapon might be the best one depending on the current situation.
- DTT (Distance to Target): Shows the distance in meters to the next target (current objective).
- Radar: A radar that shows some important info to the player like the enemy placements.
- Mini map: a close view of the level given to the player.
- Current objective: Shows the current objective to the player with a little description. This information is connected with the distance to the target widget.
Level Design
There will be one single level representing the factory’s interior where the player will have to defeat the enemy units.
Initial sketch (ideation)
Final sketch
Level layout - detailed
Level - Interactions and puzzles




























