A gameplay walkthrough demonstrating player flow, combat encounters, and spatial progression through a bank heist scenario.
Overview
Concept
Bank Job is a gameplay-focused level prototype built around a bank heist scenario, combining stealth and combat within a structured interior space.
Player Experience
The player infiltrates the bank using stealth, navigates through guarded spaces, transitions into combat, secures the objective, and escapes under pressure.
Core Loop
Infiltrate → Engage → Secure Objective → Escape
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Design Focus
> Blending stealth and combat gameplay
> Designing patrol-based encounters
> Combat space design in tight interiors
> Player flow through structured progression
> Strategic use of cover, sightlines, and visibility
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Level Layout & Flow
The level is structured to support a shift from stealth to combat:
> Entry Point (Stealth Introduction)
Low-pressure space introducing patrol behaviour
> Lobby (Primary Combat Space)
Open area designed for dynamic engagement
> Office / Corridor Network
Transitional spaces controlling pacing and visibility
> Vault Corridor (Tension Build-Up)
Narrow space increasing pressure before the objective
> Vault (Objective)
High-intensity, close-range encounter
> Escape Route
Directed path reinforcing urgency
The layout gradually shifts from controlled stealth to high-pressure combat scenarios.
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Stealth & Patrol Encounter
The opening section introduces stealth-based gameplay through a patrol guard encounter:
> A guard follows a defined patrol route
> The player can observe movement patterns and choose when to move
> Environmental cover supports stealth navigation
> Sightlines are controlled to allow anticipation without immediate detection
Design intent: Introduce tension and player choice before combat begins.
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Encounter Design
Lobby Encounter
Open space encourages movement and repositioning
Enemy placement creates crossfire pressure
Limited cover increases risk
Vault Corridor
Narrow transitional space builds tension
Limited visibility increases anticipation
Forces forward movement toward the objective
Vault Encounter
Tight layout creates high-intensity combat
Short sightlines force close-range engagement
Focused objective-driven gameplay
Design intent: Escalate intensity through space constraints and encounter design.
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Player Flow & Pacing
The level is designed to create a clear gameplay arc:
> Start – Stealth & Observation
Player learns patrol patterns and navigates cautiously
> Mid – Engagement
Transition into open combat spaces
> Build-Up – Vault Corridor
Increased tension through constrained movement
> Climax – Vault
High-pressure, close-range objective
> End – Escape
Fast-paced, directed exit
Flow: Tension → Engagement → Pressure → Release
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Playable Prototype
Play the current build: itch.io
This project is actively being developed as a playable level design prototype, with continuous iteration based on gameplay testing.
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Iteration & Development
Current Focus:
> Refining stealth readability and patrol behavior
> Improving combat encounter pacing
> Adjusting cover placement and sightlines
Recent Improvements
> Added patrol-based stealth introduction
> Improved transition between stealth and combat
> Refined vault corridor for better tension build-up
Next Steps
> Expand AI behavior for more dynamic encounters
> Improve lighting for stealth readability
> Enhance environmental storytelling
This project reflects an iterative approach to combining stealth and combat within level design.
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Tools Used
> Unreal Engine 5
> Level Blockout (Greyboxing)
> Blueprint Scripting (Basic)