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The Lost Heavenly Bead

Game Genre:Narrative-driven action-adventure game

● Level Poiting: Main level.

● Level Scale: 3 stage

This project is a third-person linear narrative action-adventure level set in the middle-to-late stage of the game. The player takes on the role of an explorer Island, moving through a military-occupied ancient ruin, suspended temples, and the final Zhenyuan Temple to recover the “Heaven Diamond” before a tomb-raiding organization steals it.

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Player Experience Goal

The goal is to create a cinematic adventure experience that combines infiltration, combat, puzzle-solving, and environmental exploration. Players should feel like they are entering a dangerous lost civilization that has been violently occupied by modern military forces.

Target Audience

The target audience is players who enjoy third-person action-adventure games with strong level flow, cinematic set pieces, ancient ruins, and a mix of stealth, combat, traversal, and puzzles.

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Design Goal

The design goal of this level is to create a cinematic linear action-adventure experience where combat, puzzle-solving, and environmental storytelling are connected through a clear three-stage level flow.

Research & Design Influence

Reference Game: Metal Gear Solid Series

I used Metal Gear Solid as the main reference for the level’s stealth-action gameplay and combat route design.

This influenced my design in two main ways:

  1. Stealth-Action Flow
    The player needs to avoid enemy sightlines, use cover, observe patrol routes, and choose the right timing to move. When stealth fails, the level can shift into combat, creating tension between careful infiltration and direct action.

  2. Multiple Combat Routes
    Inspired by Metal Gear Solid, the level gives players more than one way to approach encounters. Players can choose different paths, use the environment, avoid some enemies, or engage directly depending on their strategy.

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Core Systems / Mechanics

1. Stealth

Players avoid enemy sightlines, use cover, observe patrol routes, and choose the right timing to move forward. If detected, the situation can shift into combat.

2. Map Mechanisms

Players activate environmental mechanisms such as switches, platforms, gates, or temple devices to open new paths and progress through the level.

3. Resource-Management Combat

Combat is based on limited ammo and HP recovery items. Players must decide when to fight, when to avoid enemies, and how to save resources for later encounters.

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Evidence of iteration 

In the first version, the level pacing felt uneven, with some sections moving too quickly while others had too much empty space. I revised the level rhythm by adjusting the order and intensity of stealth, combat, and exploration moments.

I also changed the placement of enemies and collectible resources. Enemies were moved to areas where they better supported tension and route choices, while ammo and HP recovery items were placed more carefully to encourage resource management and exploration.

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Game Design Document

Genre: Third-Person Linear Narrative Action-Adventure
Level Role: A core main-story level situated in the mid-to-late stages of the game. Players will infiltrate the perimeter blockade zone of Guixu Island, traverse a complex of suspended temples, and ultimately enter Zhenyuan Temple, utilizing a blend of stealth, combat, and puzzle-solving mechanics to complete the objective.
Level Scope: Comprising three distinct phases—covering the coastal landing zone, a military installation area, and the outer ring of suspended temples—the level features one dedicated stealth section, one linear combat sequence, and a final, climactic combat arena.
Duration: 40–60 minutes
Spatial Dimensions: 500m x 300m x 200m
Story/Environmental Background: At the heart of Guixu Island—located in the central Pacific Ocean—lies a colossal sinkhole. An ancient civilization constructed twelve interconnected, inverted suspended temples along the sheer rock walls of this chasm, collectively known as the "Twelve Inverted Temples." In modern times, a tomb-raiding syndicate has landed on the island, converting the outer ruins into a military facility to facilitate a large-scale looting operation. Players assume the role of an explorer infiltrating Guixu Island, tasked with securing the "Heavenly Bead" before the syndicate can seize it.

3 Short Design Pillars

1 Narrative through Ruins: 

2 Vertical Infiltration & Exploration:

3 Infiltration & Combat Encounters: 

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