Solo blockout inspired by Uncharted, built to test cinematic pacing and natural player guidance inside an urban chase scenario.
Gameplay Preview
What I Did
Designed the concept, sketches and full spatial layout
Built all streets, alleys, interiors and subway transition
Designed player flow with clear primary and secondary routes
Implemented the car crash trigger that redirects the player
Created the restaurant chase sequence leading to the subway
Key Level Moment
A car crash dynamically blocks the main street and forces the player into the restaurant, creating an immediate shift in pacing and setting up the chase that ends in the subway.
Design Focus
Clean spatial readability
Environmental guidance without UI
Consistent rhythm from open street to tight interior