Redfall Campaign Design

Arkane Austin
September 2021 - May 2024
Level Designer
Unreal Engine 4

While working on Redfall I was the level designer responsible for two campaign missions which I had inherited. In this section I will describe each mission and my various contributions, as well as provide gameplay videos. I used Blueprint extensively for mission scripting, prototyping and iteration.

The mission “Dead in the Water” is the opening mission to Redfall, and was one of my earliest assignments. It had been targeted for redesign when I joined, and while some of the core structural layout and objectives had been set in place, core issues remained such as: constrained level flow, limited encounter design, lack of drama and storytelling, lack of variety and lack of explorational rewards. Not to mention it’s technical instability at the time, and that it had to be taken to ship.

Opening missions are difficult to design mainly because you are trying to balance gameplay complexity with UX needs, narrative conveyance and leaving a strong first impression. On a technical level they tend to be tricky as they often break rules that wouldn’t otherwise be broken (disabling player abilities, AI acting differently, teleporting through space differently, etc) and on top of that, introductory missions tend to have many, many major stakeholders: from publishers, to UX designers, to directors and narrative. This careful balancing act taught me a lot about cross-disciplinary collaboration.

On top of the production and design tasks, my day to day consisted of extensive in-editor work— managing and refactoring the level blueprint, creating blockouts and prototypes, hand placing AI and patrols, implementing save game persistence (via Blueprint) as well as scripting mission dialogue with our proprietary dialogue tool.

“Dead in the Water” sees the players washed up on the shores of Redfall, their boat sitting at the bottom of a drained out canal where they witness a supernatural eclipse which allows vampires to roam free in the daytime. After fighting their way back to shore against a squad of cultists, players have their first encounter with an actual vampire, duking it out in a suspenseful, blood soaked basement. Once prevailed, players claim their home-base and the mission ends.

Before I set out for this mission redesign, I highlighted three key pillars which had not yet been achieved:

  • Clearly delineate between mission beats, with each section having its own ideas and style.

  • Let groups of friends or individual players fall into their archetypal role by the end of the mission (sniper, assault, support etc).

  • Strike a compelling balance of open ended exploration with narrative conveyance.

Delineate Between Mission Beats

Early on I broke the mission into 3 segments: The Ferry, The Canal and The Firestation. These sections would be distinct from one another not just in location, but also gameplay focus, tone and encounter design. Working with level art and narrative, we deliberately created blockers to organize each one and ensure that they didn’t bleed into one another. The transitional bottlenecks between segments were also used to convey key narrative beats such as the eclipse.

Let Players Fall into their Archetypal Role

Redfall is a class-based hero shooter, meaning that players going in might already have some concept of how they want to play. I broke these archetypes into three main roles (trickster, sniper and assault) and supported each with a respective optional weapon to find in the opening minutes (a flaregun, a sniper rifle, and a shotgun). Not only does this reward exploration, but also reinforces player identity and allows them to set forth into the open world with their tool of choice already in hand. For players who are still deciding how they want to play, this had the added benefit of immediately letting them try out different styles and weapons.

Balance Exploration with Narrative Conveyance

While I feel the best demonstration of this pillar is by watching the playthrough, I’ll bullet point some specific devices that were used to achieve this during the mission, with video timestamps as well.

  • 0:20 — Allowing players to explore spaces safely, without fear of attack, in order to absorb as much narrative as they’d like.

  • 1:24 — Entwine gameplay goals with narrative focal points. When players find their first weapon, it also implies the future threat of the vampires. There’s a story behind why she had that weapon, etc.

  • 2:45 — When you want players to freely explore, find other means to deploy narrative. Here a cultist is giving a broadcasted speech to the whole area. This lets players gather context while also able to explore at their own pace. They don’t have to look or get locked into a cutscene.

  • 5:00 — Be adaptive. Depending on the route players take, the conversation playing at this moment can happen at two different locations (unfortunately it’s a bit hard to hear in this video). This approach lets you get the most bang for your buck, without sacrificing spatial agency.

  • 6:09 — Use bottle necks to prime the player for what they’re about to intake. Notice how players can hear this NPC conversation before they see it, and are forced to sneak. This primes them to listen and observe.

  • 9:00 — Space it out. Before the vampire fight, we have a room of empty space, dedicated to environmental storytelling and set up. This lets players take in information at their own pace, whilst retaining agency and control.

The mission “The House of Echoes” involves players exploring a creepy abandoned Victorian mansion in order uncover the weakness of the Hollowman, a Vampire God. I inherited this mission late into development, so while I did not contribute to its core layout or objective flow, I was responsible for all the final encounter design, patrols, objective conveyance and level scripting. Additionally I made some minor spatial adjustments which I will highlight. This mission was used to demo to the press during our pre-launch tour.

My goal with this mission was simple: design a mission that supports a 100% stealth approach, while also making it exciting for players who love to dive in guns blazing. The mission also needed to support recovering from getting caught. Why was this a challenge? Well for three keys reasons:

  • Redfall is stealth-light: While it does support some stealth options such stealth takedowns and sneaking, it is not the primary focus of Redfall. Players are limited in terms how they can manipulate NPC pathing and avoid them.

  • Getting caught is of low consequence: In a game such as Dishonored a group of even two guards may pose a threat. In Redfall, such small groups can be easily dispatched. Inversely however, even the presence of two wandering NPCs in an enclosed interior can make stealth incredibly tricky for players. How do we balance these conflicting constraints?

  • Cascading Firefights: Most guns are quite loud in Redfall, meaning that getting caught is sure to attract attention. In the enclosed mansion, how do we prevent players from alerting all nearby NPCs? How can players return to stealth if they so choose?

Solutions

Solutions came on multiple fronts, and I employed three distinct methods to balance these constraints: tiered encounter design, easy-stealth but hard-combat encounter design as well as careful enemy placement and patrols.

Other Notable Additions

Aside from stealth encounter design, “The House of Echoes” is also notable due to its atmosphere and puzzle focused objectives. Unlike many other missions in Redfall, it does not revolve around killing, but rather taking in the environment and learning more about the world. This atmosphere had to be reinforced through not just art and audio, but gameplay and scripted scares as well. We also faced challenges in terms of players solving the level’s core puzzle: the Dollhouse, which I will talk about here as well

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REDFALL: OPEN WORLD