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Capture d'écran 2024-09-20 174453-min.png

GARDE LA PECHE Far Cry 5 avant poste

This Far Cry 5 outpost was conducted as part of a 3 day exercise focusing on cover positioning and 360 degree approach.

Infiltrate and free the outpost "garde la peche" from the hands of the Cult, a recreational camp for anglers converted by the Cult into a strategic location to ship weapons across Hope County.

Once you are there, choose your approach by taking advantage of the many opportunities offered by the camp and the 360 degree approach which allow you to choose your angle of attack.

Be strategic and thoughtful as you pass through the forest bordering the island and its many zip lines that will allow you to reach vantage points. Or decide to be frontal by going directly through the lake to arrive on the island by boat or swimming and end the activities of the cult.

MY WORK

PLAY THE MAP IN THE ARCADE MODE : "Garde la peche"

Level design - Camp design

It was my first time designing a camp for an open world game like Far Cry 5. So I had to understand how to do it and how to reproduce every specific aspect present in each camp of the games like the numerous vantage points, enemies behaviors, the covers placement and above all the 360 degree approach.​ ​

You can find below all my work on the project that allowed me to come up with this final result :

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  • Conducted research on the 360 degree approach used on the outpost in Far Cry 5.

  • Conducted research on the outposts already present in the game to provide something similar having the same functioning while bringing a touch of originality.

  • Conducted research on the intentions wanted for the camp.

  • Realisation of 2D plan.

  • Realisation of a one pager document in order to (eventually) present the level to a whole team before blocking it in engine..

  • Getting started with the Far Cry 5 Arcade mode.

  • Wisely chosed Buildings and props to place in the level among the vast library of the Arcade mode in order to maintain a global harmony in the level.

  • Realisation of the global layout from the 2D plan and thanks to the buildings and props previously chosed.

  • AI positioning and management.

  • Started playtest to see what doesn't work with the level and fixed it.

  • Published the outpost.

2D Plan

WATCH THE GAMEPLAY

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