Sniper Elite 5
Design Intent
While working on Sniper Elite 5, I was responsible for the Liberation level. I was briefed with creating a level in which the player liberates multiple bridges in order to help the Allies advance.
I wanted to make sure that every bridge felt different, so I created unique challenges at each of the four bridges. Ranging from a cross river sniper battle, to fighting a Tiger II tank, to sabotaging an Axis plan to destroy the bridge while Allies are crossing.
Additionally I wanted to ensure that the player could express themselves through their gameplay, by encouraging different styles of gameplay. For example; the second river crossing can be completed by liberating one of two bridges, one is focussed on combat, while the other favours exploration. Once the players complete one of the two objectives, the other becomes an optional objective.

Supporting Different Playstyles
Every point of interest(POI) should allow for different styles of gameplay, so I maintained a standard set of rules:
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Every POI should have a vantage points outside of it, which allow the players to inspect the POI from a distance, so they can plan their approach or use it as a sniping position.
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Multiple approaches into the POI should be available, and these routes should vary between favouring players who favour stealth or players who favour to go loud. This is mainly done through whiteboxing, creating tighter spaces for stealth approaches, and more open spaces with key cover positions for an aggressive approach.
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Gameplay mechanics should offer layered rewards for different play styles. For example an explosive barrel could be placed next to a static enemy, with an patrolling enemy to pass by it. This way the aggressive player can use it to kill an enemy, while the tactical player can use it to get a double kill.
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Objectives should have different ways to complete the objective, providing different rewards which match the play style of the player.
Sniper Elite 5 is a tactical third-person shooter where players take on the role of a sniper during World War II, using stealth, precision shooting, and strategic planning to complete missions and eliminate high-profile targets.
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Creating compelling 3D play spaces, that allowed the player to express themselves through their playstyle.
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Script objectives using in-house visual scripting tools.
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Closely collaborate with artists and game designers to create a holistic level.
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Implement gameplay mechanics, such as enemies, vehicles and interactable environment.







