On the onset of Far Cry 6, I was tasked with designing and creating new gameplay ingredients that could be used universally for level design.

We knew there would be many industrial locations in the game and our regional mandate, therefore I drafted up ideas for industrial hazards such as electricity, poison gas, etc.

My work consisted in everything from pitching, documenting, illustrating and creating working prototypes of these ingredients.

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Electricity

Electricity is a concept that can be applied to a wide variety of things that aren’t necessarily directly a hazard, and other gameplay elements that already exist in the far cry engine.

When bringing electricity into the equation, we simply asked : What happens when it’s on? What happens when it’s off?

There are many existing systems that could be affected by this in new ways. Security Alarms, Lights for Visibility, Vehicles, Gates and Doors. But also, we could create entirely new elements that interacted with one another, such as electric fencing and water - even the weather system.

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Poison Element

The initial idea was that chemicals were being produced by Castillo’s forces throughout repurposed industrial locations.

These chemicals would be gaseous and present airborne hazards for the player as well as AI.

The challenge was to create something that level designers could easily place and control, that had clear rules and systems with new twists on gameplay.

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Oil Element

Fire Hazards have been a core ingredient present throughout Far Cry games in the past, and we wanted new possibilities to control and play with fire.

Industrial Oil was something that came to mind naturally. Oil can be spread around without danger until it is ignited by external force. It can also float on water adding new possibilities of danger. It can also create fumes that reduce visibility.

JetSki with Guns

This ‘Bossfight’ prototype was meant to serve as the Final Encounter with one of the Antagonists found within the Montreal Region of the Game, Admiral Benitez.

In this encounter, the player would be using a new toy of my design, a jetski mounted with guns, to chase and defeat the admiral once and for all!

However, this encounter was cut, and the Jet Ski was instead used in ‘The Deported’ Final Mission of the Region.

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Legokit / Greyboxing Overhaul

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Mission - The Deported