The Level Design Book
BookResources
  • The Level Design Book
  • ✨What is level design
  • Book 1, Process
    • πŸ—ΊοΈHow to make a level
    • 🧠Pre-production
      • Pacing
      • Research
      • Worldbuilding
      • Scope
    • πŸ”«Combat
      • Enemy design
      • Encounter
      • Cover
      • Map balance
    • πŸ› οΈLayout
      • Flow
        • Circulation
        • Verticality
      • Critical path
      • Parti
      • Typology
        • Gates
    • 🏠Blockout
      • Massing
        • Landscape
        • Composition
        • Prospect-refuge
      • Metrics
        • Modular kit design
        • Doom metrics
        • Quake metrics
      • Wayfinding
      • Playtesting
        • Player persona
    • πŸ“œScripting
      • (stub) Navigation
      • Doors
    • β˜€οΈLighting
      • Three point lighting
      • D6 lighting
      • Lighting for darkness
    • 🏑Environment Art
      • Shape and color psychology
      • Texturing
      • Storytelling
      • Optimization
    • 🌈Release
  • Book 2, Culture
    • 🦜Level design as culture
    • History of the level designer
    • Zero player level design
    • (unfinished pages)
      • History of architecture
      • Structural engineering primer
      • History of environment art
      • History of furniture
      • History of encounter design
  • Book 3, Studies
    • πŸ”How to study a level
    • Single player studies
      • Undead Burg (Dark Souls 1)
      • Assassins (Thief 1)
      • (STUB) The Cradle (Thief 3)
      • (STUB) Sapienza (Hitman)
      • (STUB) Silent Cartographer (Halo 1)
    • Multiplayer studies
      • Chill Out (Halo 1)
      • (STUB) de_dust2 (Counter-Strike)
    • Real world studies
      • Disneyland (California, USA)
      • (STUB) Las Vegas (Nevada, USA)
  • Book 4, Learning
    • πŸŽ’Notes for educators
    • Project plans
      • Classic Combat
      • (Unfinished WIP pages)
        • Modern Combat
        • Modern Stealth
        • Exercise: Direct Lighting
        • Exercise: Whiteboard 2D
        • Level Design Portfolio
        • Design Test: Adaptation
        • Exercise: Layout
        • Exercise: Verticality
  • Appendix
    • Tools
      • TrenchBroom
    • Assets & Resources
      • Recommended talks
      • Recommended books
      • Quake resources
        • How to package a Quake map/mod
      • File formats
        • FGD file format
        • MAP file format
        • MDL file format
    • Communities
    • About this book / authors
    • License / copyright
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On this page
  • Introduction
  • 1. Research
  • Review stealth in Splinter Cell: Blacklist (10-60 min)
  • Watch this developer talk about Splinter Cell: Blacklist's AI (30 min)
  • Research questions (15 min)
Export as PDF
  1. Book 4, Learning
  2. Project plans
  3. (Unfinished WIP pages)

Modern Stealth

design exercise for a modern stealth game with cover and combat

PreviousModern CombatNextExercise: Direct Lighting

Last updated 4 years ago

Introduction

In this project, you'll research, pitch, and prototype a combat encounter for a modern commercial stealth action game, with cover systems and combat fallbacks.

Before continuing, make sure you've read about , , and . We also recommend doing the design exercise first.

1. Research

Review stealth in Splinter Cell: Blacklist (10-60 min)

Ideally, you've played a recent stealth action game already. If you have never played any of these games, you should go play one now before continuing. At the very least, play past the tutorial level and the first mission, which will likely take at least an hour.

If you are already familiar with the genre, then take some time to review how the game plays. Search for "splinter cell blacklist gameplay" on YouTube and watch at least 10 minutes of game footage.

While you watch the video, reflect on these questions:

  • How do most stealth encounters in Blacklist begin? How does the player track enemy movement?

  • How long does the stealth encounter last? Does it feel like a small sneak or a big sneak, and why?

  • Are there any "beats" to the stealth encounter? What is the pacing and the fantasy?

  • How do the stealth encounters end? How does the player know when it's over? How does the player feel at the end and why? How does the player know what the next activity is?

Watch this developer talk about Splinter Cell: Blacklist's AI (30 min)

Every game manages its stealth AI differently, but Splinter Cell's core approach is similar enough to other stealth action games that it represents current industry practice. An encounter designer must understand game systems as well as AI tools.

Research questions (15 min)

  • Contrast combat AI design vs. stealth AI design. What is the purpose of a "good" stealth AI? What type of experience should it push? What information does it track, and what information does it broadcast to the player?

  • Walsh uses "perception" and "awareness" interchangeably. Why? What is the difference, if any, between these two concepts?

Next, watch this GDC 2014 talk about Splinter Cell's stealth AI and encounter design tools. Feel free to take notes, and refer to the for reference.

"Modeling AI Perception and Awareness in Splinter Cell: Blacklist" by Martin Walsh
PDF slides
Balance
Classic Combat
Encounters
Pacing