
Cyber space

Cyber space
The Cyber Space level design was the most crucial part of the game. If the level wasn't good the game wouldn't be exciting enough for the player.
I drew a lot of inspiration from the dishonored series which used a lot of stealth variations for its diverse stealth approaches.
I decided that the game would allow more freedom as well different ways to complete the level.
In the picture below you can see a detailed overview of the level.

Cover was essential for the player to precede throughout the level. As the game relied mostly on stealth many obstacles were needed to avoid the enemies. The most trickiest part was adding the right amount of enemy units. Rendering a game unbeatable of a overload of enemies would hinder the gameplay.
Several placements of enemies were scattered accordingly around the level.
Enemies also had several way-point patrols. This meant the player could coordinate his stealth approach strategically.
Considering the length of the enemy patrol routes the player could take cover at an appropriate time so he wouldn't get detected. Also the player would also be given the opportunity to make his decision on take two alternative routes.
One will take longer but is easier. Whilst the other route is more challenging but faster.
I designed the level in such a way that the player had various options to approach the goal.