PROJECT EDEN - FINAL BUILD
- LEVEL 3 -
LABS


LEVEL STRUCTURE DIAGRAM

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NARRATIVE CONCEPT

The Labs level is one of the last and deeper located levels of the facility and it is where the outbreak originally took place, the cradle of the infection that took over the entire facility.
Because of this, here Ashleigh will find the manifestation of the infection at its peak, where once-humans have begun to loose all resemblances of humanity and trasforming into pure monsters.

This is the level that hosts all the laboratories and research environments where the virus has been originally been developed and tested.
Now that Ashleigh’s employers have been patched into the Data Vault they can operate the facility’s security systems.
Due to the degree of exposure and infection, all labs have been sealed to contain danger and facilitate Ashleigh’s mission.

LEVEL MISSION


Ashleigh now has to infiltrate all the laboratories and research environments to retrieve all the research assets of her employers.
First she will have to retrieve the research data from the Cryo Room.
Second she will have to retrieve the Bio Scans from the Vats Room.
Last she will have to retrieve the organic samples from within the atmosphere processors of the Greenhouse.
Once all the assets have been collected, Ashleigh will have to reach the emergency elevator that will take her all the way up to the surface for extraction.

DESIGN CONCEPT

This level was designed, under the guidance of game design pillars and project specifications, to be a CHALLENGE level and with the intent to :

- Provide the player with a new weapon and give the player the opportunity to practice with its use.

- Increase the degree of difficulty, pace and complexity of challenges and enermy encounters.

- Challenge the player over all the game design themes and put to the test everything the player has learned through the past levels.

- Each of the four main rooms-encounters, C1, R5, R6 and R7, will be an arena focused on challenge the player on one of the core gameplay themes of the game.


IN-GAME LOOK - R2
- SERVICE LOBBY -

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NARRATIVE CONCEPT
The Service Lobby serves the purpose of a maintenance and service room for the laboratories of the level, and serves as well as storage unit for minor equipment, tools and materials.


IN-GAME LOOK - R3
- INNER CHAMBER -

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NARRATIVE CONCEPT
The Inner Chamber serves as a separation environment to aid in the isolation and distancing of the laboratories from each other and helps in preventing cross contamination of environments.

DESIGN & ENCOUNTER CONCEPT

This room-encounter was designed with the intent to present the player a preparatory introduction to the new challenges and enemy encounters that the level brings, and to give the player the chance to practice and test the new weapon before venturing forth and facing the level’s greater challenges.


IN-GAME LOOK - C1
- MED-BAY -

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NARRATIVE CONCEPT
The Med Bay used to be where trial patients who had been exposed to experimental treatments were kept under observation, where they would receive assistance and where they were subjected to further yet less intensive study trials.

DESIGN & ENCOUNTER CONCEPT
This room-encounter was designed with the intent to summarise the gameplay theme of having to maneuver around unavoidable threats and handle such frontal threats within a tight space, where pressure and threat is not only posed by the pursuing enemy but also by environmental hazards.


IN-GAME LOOK - R5
- CRYOGENICS -

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NARRATIVE CONCEPT
The infection that has taken over the facility is the result of a mutation spawned from an engineered virus developed within the facility and to be used for experimental gene therapies.
The treatment resulted hard to control, volatile at best and extremely taxing, if not even fatal for the trial patients.
It was later discovered that if metabolic rates of patients would have been slowed down and if they would be exposed to colder temperatures, the researchers could gain a much higher degree of control over the reactions to the treatment.
To cater for this new breakthrough the Cryo Room was constructed to host the stasis chambers were trial patients would have been sealed in a suspended sleep while being exposed to the gene therapy.

DESIGN & ENCOUNTER CONCEPT
This room-encounter was designed with the intent to summarise the gameplay theme of navigating an environment toward reaching the mission’s goal by making use of the multiple environmental navigation options, where facing the enemy is not necessary for the sake of achieving the game’s objective.


IN-GAME LOOK - R6
- VATS -

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NARRATIVE CONCEPT
The VATS Room is where the original virus used to develop the gene therapy is being cultivated and exposed to mutagens.
Within the large vats, an organic sludge-soup, saturated with both engineered viruses and the original “source”, is being exposed to constant experimentation and monitoring.

DESIGN & ENCOUNTER CONCEPT
This room-encounter was designed with the intent to summarise the gameplay theme of dealing with a threat that comes from multiple directions over a large yet hazardous environment by using a combination of skills, agility and weapon power.


IN-GAME LOOK - R7
- GREEN HOUSE -

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NARRATIVE CONCEPT
The “Source” of the organic material that allowed the facility to develop the experimental virus was a mysterious alien fungal organism discovered on the surface of the planet. For the sake of retaining a constant source of “pure” material, it was decided that the organism would have been cultivated within a controlled environment.
Furthermore, it was discovered that funghi and plant organism were particularly susceptible to genetic splicing with the “source” material and that could be manipulated to become alternative harvesting sources of an alterate child version of the original alien tissue.
Within the Greenhouse both the original organism and the spliced plants and funghi were being cultivated, studied and experimented on.

DESIGN & ENCOUNTER CONCEPT
This room-encounter was designed with the intent to summarise the gameplay theme of infiltration, where the enemy threat is extremely dangerous and can quickly overwhelm the player and where the best option to achieve the game’s and mission’s goal is to sneak and proceed with speed through the environment and around the threat.