Pacing at Final Level
This case study demonstrates ownership over pacing and intensity in a narrative-driven FPS mission. The work focused on managing escalation and cooldown to prevent player fatigue while preserving RoboCop’s power fantasy. The gameplay Focus in on gameplay with some narrative constraints.
Designed the final infantry combat level (approx. 20-25 min) ending with the antagonist's capture.
Environment Art & selected screenshots courtesy of the very talented Level Artist, Marek Brzyśko, responsible for the Level Art on my KL

The player drops into an arena, knowing it's a trap (foreshadowed by environment and layout).
Enemies target RoboCop with explosive rounds. The resulting destruction of cover pushes the player to move forward aggressively and allows him to utilize his special ability of jumping forward: the distance between covers allows him to jump between them.
Graduating tension towards the finale. Geometry is simplified to reduce navigational friction during high-intensity combat.