
Far Cry 5
Assault


Far Cry 5 Arcade

Level Designer
Personal work
2024
First-person Shooter, Action-adventure game
FAR CRY 5 ARCADE (official web site)
1 Weeks
CONTEXT & FRAMEWORK
Design Brief
I’ve been a fan of the Far Cry series since its inception! As a level designer, I believe Far Cry is essential for creating unexpected and exciting events. That’s why I’ve immersed myself in the Arcade mode engine !
Design Breackdown of the Outpost "A Dubious Plantation"
Research and Analysis
I wanted to create something punchy, where the player is constantly engaged in action while maintaining a smooth level flow, with a team and an action movie rhythm :
Heat" (1995): I chose this film for its intense urban levels, where characters move smoothly from cover to cover. It’s ideal for designing tactical shooting environments.
I chose Ghost Recon Future Soldier because it excels in tactical gameplay with a focus on team coordination, cover-to-cover movement, and flanking tactics, making it ideal for creating a and strategic level.
BLOCKOUT
The Process
I started with sketches for a linear action level.


I realized I was straying from Far Cry 5’s core, so I adapted the "corridor" level to maintain its essence of player choice, providing the tools for freedom and flexibility.

With all the tools at my disposal to iterate on the engine, I experimented with various scenarios related to my level's theme and the Assault mode. Once the overall shape was completed, I added enemies, a few allies, and some cover.

Then came the vegetation, details, and lore to enhance the immersion.
Design Breackdown
Level Overview
The player’s goal is to eliminate all enemies with the help of their allies.

The game unfolds in two waves. Once the first wave is reduced to 20% of its original force, the second wave appears from the northeast.
All of the player's objectives involve eliminating all enemies in the church and throughout the area.

Level Layout
The player has the choice of approach, even though they are quickly plunged into the action.

Here’s how the level design supports gameplay objectives and enhances immersion:
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The player starts facing the target area, with a large alley leading directly to the besieged church.
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From the beginning, the player is surrounded by armed allies.
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Two possible approaches: attack via the main route or flank using adjacent paths.
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The layout emphasizes cover-to-cover, providing protection and attack angles.
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All houses, except for two, are usable for the player to take cover and manage the flow of the battle.
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The church, once captured, becomes a crucial defense zone to repel the second wave of enemies.
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To enhance immersion, rainy weather adds dramatic tension, while corpses and scattered objects in the alleys emphasize the chaos of the disciples' assault.
GUIDANCE AND TOOLS
Guiding the player
To guide the player, several elements have been utilized: clear pathways, strategic cover, and allied support :


Allies aiding in flanking enemies and advancing toward the church. Allies can respawn but lack the means to defeat all enemies alone.
I used visual guides such as force line, key structures, and decor elements to direct the player's attention. Numerous covers contribute to this, with some placed to ensure the player always has a tactical option.

I arranged elements like steps for the player to follow: take cover, eliminate enemies, switch cover, and advance. Of course, the player always has the option to choose their path.
The Tools
To give players the freedom to achieve their objectives while interacting with the environment, I incorporated key mechanics and design elements from the Far Cry series. These ensure strategic gameplay and meaningful choices, aligning with Ubisoft's focus on immersive, player-driven experiences.
Wave 2 intensifies as enemies from the Northeast arrive heavily armed. They have air support from two helicopters, snipers, heavily armed soldiers, and a mortar. The church provides an overview of their positions, while the abandoned cabin allows for a flanking maneuver.

This strategically hidden cabin contains powerful weaponry and ammunition for ambushing the second wave. To access these rewards, players must first defeat its guardian.

A.I BEHAVIOR
Action !
Far Cry's storytelling excels by immersing players in a dynamic, unpredictable world where emergent events and player choices drive the narrative.
I wanted each area of the map to be driven by a battle, regardless of its scale.


To add a cinematic touch, I've strategically placed Allied and Enemy control zones to keep them in the player's line of sight during key moments.
Melee enemies move freely, rushing opponents without set paths, while standard soldiers defend larger areas, allowing them to reposition or retreat.


Meanwhile, the sniper has an overview of the entire main alley. The player must either outwit or skillfully engage from a distance to dislodge them.
PLAYTESTING / APPYING FEEDBACK
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Playtests allow me to assess if players navigate the level smoothly, have the necessary tools to succeed, and if the level's rhythm is balanced.
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Recording play sessions and gathering feedback helped refine each level iteration.

Download The Map
Play the Level
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To play, install Far Cry 5 on your PC.
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Place the files in this folder: C:\Users(your user name)\Documents\My Games\Far Cry 5\user maps (Create a map in Far Cry Arcade if the folder is missing).
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Open Far Cry 5, go to Far Cry Arcade, and select 'Open Map' to access my level.



















