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Sly Cooper 5 - Aridbourg

INTRODUCTION
For my level design project inspired by Sly Cooper, one of my favorite franchises known for its unique universe, charismatic characters, and fluid gameplay mechanics, I created a fictional city setting in the United States. The level integrates interactive elements, highlighted in red, such as poles, lamp posts, and cables—key features that Sly can use to navigate the environment with his iconic agility. This level represents the first phase of a broader concept, with the main objective being to reach a canyon located at the bottom of the map.

TOP-DOWN VIEW
I started with a detailed top-down view to plan out different routes and building placements, ensuring multiple paths for exploration. The cityscape offers both vertical and horizontal movement, encouraging players to use the environment creatively to complete objectives and evade enemies.

















TO UNREAL ENGINE
Transitioning this design from a 2D plan into Unreal Engine required a few adaptations to account for the various 3D models I sourced from asset packs. These adjustments included modifying building heights, adjusting collision boundaries, and fine-tuning object placement to ensure smooth gameplay flow.
 
LIGHTNINGS AND ATMOSPHERE
I also paid attention to lighting and atmosphere, using shadows and dynamic lighting to enhance the stealth elements that are integral to the Sly Cooper series. Despite these technical changes, I made it a priority to stay true to the original concept, maintaining the vibrant and playful aesthetic, as well as the parkour-like movement that defines the franchise.
 
FUTURE ITERATIONS
Future iterations of this level could include more complex mechanics, such as environmental puzzles or enemy patrols, further deepening the gameplay experience. Ultimately, this project highlights my ability to blend classic platformer mechanics with modern level design principles in a fully realized 3D environment.

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