Ghost Recon: Deep State



Quest Design : Enemy Within

  • I wanted to give a bit more variety to the investigation part of ghost recon, I’ve decided to use a photo and have the player search for the place visually instead of using just the map.
  • I’ve designed the laser ingredient, such as the speed, pattern, and placement inside the location.
  • The lead intention being to keep the player exploring a bit the location, I’ve helped the narration find a solution. It takes the form of a previous incident with the factory forcing the place to be in lockdown if any production line is still active.
  • Since the location was actively explored before reaching the general, I’ve wanted the ending to be a mad rush to the exit. As such, spawning of guards and drones was designed to encourage the player to flee without fighting.


Level Design : Pumping Station

  • For this location, I focused on creating blocky structures and enemy placement, with the intention of allowing a 360° approach for the player.
  • To enable this, there are multiple entry points, including an opening in the roof.
  • Each entry point is strategically covered to provide the player with a clear view of the surroundings without causing concern. The only exception is the roof, as the intention is to allow the player to throw a grenade at the trio of guards visible below. »