Project Licata - Sniper Elite Inspired Level
Summary
Project Licata is a Sniper Elite inspired level, which has both main and optional objectives, collectibles, stealth opportunities, and dynamic combat spaces. The level is designed with multiple routes and open combat spaces, giving players the freedom to plan and execute their objectives in different ways.
The player is dropped behind enemy lines and tasked with supporting the Allies by completing multiple objectives. Once the mission is complete, they must reach a boat and escape without being detected or killed.
A level design breakdown video where I show and explain some of the thought processes behind creating and implementing this inspired Sniper Elite level.
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Year: 2025
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Genre: Third Person Tactical Shooter
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POV: Third Person
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Type: Single Player
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Platform and Engine: Windows PC
& Unreal Engine 5 -
Team Size: 1
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Duration: 4 Months
Design Intentions
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Build a level with objectives, collectibles, stealth options and combat spaces that support different player approaches
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Practice guiding players through the level by using the environment itself, like lighting, viewpoints, and layout, instead of arrows or other on-screen directions.
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Integrate and improve on Blueprint Scripted events
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Practice blocking, sculpting, enemy & collectible placements
My Process
Research and Design
As this is a Sniper Elite inspired level and all the levels in Sniper Elite are based from real places it was important to plan where the level would take place and how it would look before jumping into Unreal Engine. After some research I decided Licata which is a town in Sicily would be a very good place to create the level because "During World War II, Licata was a key objective and a landing site for the Allied invasion of Sicily. It was part of Operation Husky, and the initial Allied landing took place on "Red Beach" near the town." Since I wanted the player to start on the high ground and then escape by a boat, I designed the main and optional objectives around key locations like the fort, graveyard, mansion, and bay. Inspired by Sniper Elite, my goal was to give players the freedom to choose how they complete their objectives and also encourage them to explore all the different areas rather than following a single linear path.
The images below show the references I took from the real place in Licata (Italy), buildings from Sniper Elite which I created in my level, the bubble map design & beat and legend breakdown

Level Layout
Using Canva I create a 2D layout map that would give me a rough overview of the level. This helped me with the blocking out process, and made it easier for me to know how the level would look and where all of the objects, enemies, collectibles, objectives and buildings would be placed.
Blockout Process
Using basic shapes, modeling, and landscape tools, I began greyboxing and sculpting each section of the level to define the core layout and player flow. I started with the castle, as it served as a main landmark and point of interest. Building it first helped me plan the placement and distance of other key areas around it. From there, I added cover points, objects, enemies, collectibles, and multiple paths, allowing players to explore, make choices, and complete objectives in different ways.
I designed each area different from the other because I wanted to give the players a unique gameplay and combat experience during their exploration.
This before and after slider showcases the level's progression through multiple iterations during the blockout stage.
Level Design Techniques
Landmarks
I decided to create different landmarks because I wanted the player to have a different type of combat/stealth experience, understand the space around them, have a different type of approach towards the next area, allow them to know their orientation and distance of each objective at all times and give them a sense of progression as they get closer to their goal.
One Way Valve
I used one way valve at the start of the level because once the player scouted the area I wanted them to progress forward and get right into the action and prevent them from backtracking.
Guiding The Player
Multiple techniques have been used in the level for guiding the player.
Lights which show the player which way to progress and enter a building from
Enemies which are placed in certain area which again show the player they can go to that part of the level even though an enemy is there
Landmarks which help the player reach their objectives








Branching Paths
Within the level I decide to give the player different type of path routes which accomplished a few things:
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Give the player different perspectives of each POI/area they reached.
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Let them scout for alternative entrances.
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Offer freedom and encourage decision making.
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Introduce verticality.
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And help the player strategise by observing enemy placements from different angles.
Level Walkthrough

The level begins with the player starting on high ground. This design choice allows the player to scout the area and immediately spot their first main objective, giving them a clear sense of direction, distance, and overall mission layout.

I created four different entrances to the castle (The fourth one located behind the radio tower) to make the player’s stealth and combat experience more engaging and dynamic. My goal was to give players the freedom to choose their own approach, offering multiple paths and strategies for entering the castle.


Views of the next area of explorations. I wanted the castle to serve as a view point and show the player the rest of the map from the high ground. I again wanted the player to choose how to approach each area by offering multiple paths and strategies for entering the graveyard and mansion.
Introduction to side objective. Apart from the main objective I also created a side objective because I wanted to add replayability, challenge, contribute to 100% completion and Offer unique gameplay opportunities
Introduction to another side objective. I added a church, which adds a new layer of tactical variety. I decided to block off the front entrance of the church and add a side and a rear entrance instead because I wanted to encourage the player to think creatively, either by moving obstacles or climbing to gain access. To guide the player towards their next objective, I added a hole in the roof of the church. This drew the player's focus toward the harbour and made them aware that this was where they had to go next.

Final view of the last two objectives, the port and shipments. The player is free to choose which objectives to complete first and how to approach combat, based on their playstyle. The building on the right and the containers on the left create distinct tactical pathways, each supporting different strategies and pacing
Iteration
After blocking out my first layout by following the 2D map I made (as well as making tweaks along the way) I realised my layout had these issues after doing playtesting and getting feedback:
High ground: Based on playtesting feedback, I added a high ground area and repositioned the player to start from there because I wanted them to have a better visibility in front of them, see key locations and enemy movements and allow them to have a better strategic engagements.
Better visibility: Certain high ground areas like the castle and watchtowers that were meant to provide a clear view of the level were obstructed by trees and rocks. I removed some of these to improve visibility of important locations, route paths and enemy positions.
Bridge connection: In the initial layout, there was nothing between the castle and the mansion which I thought would be alright during gameplay. During blockout and playtesting, the transition between the two areas felt dull and didn’t clearly indicate that players were entering a new zone with new objectives. To fix this, I added a bridge with a river underneath. After further testing, the transition felt smoother, and players could easily recognise they were moving into a new area with fresh objectives.
Conclusion
While working on this project, I aimed to follow a structured level design process starting with a brief, creating a bubble map with beat and legend breakdowns, developing 2D sketches, and finally building the blockout in Unreal Engine 5.
Project Licata was an incredibly rewarding experience. It deepened my understanding of the tactical shooter genre and challenged me to improve the quality of the level experiences I can create. By studying Sniper Elite and its mechanics, I refined my blockout workflow and learned new ways to craft engaging gameplay moments.
My main goal was to design a campaign experience inspired by Sniper Elite. Working within gameplay constraints and a narrative driven framework taught me valuable lessons in pacing and player engagement. I wanted to keep players invested by making main and side objectives which allowed the player to have the freedom and different choices of which one to complete.
Although I’m proud of the final result, there are a few aspects I would approach differently next time. For example, I would introduce a intro and outro cut scenes just to provide context, set the mood, and guide the player experience. Add checkpoints which are crucial to minimise frustration for people who will probably die a couple times and redoing a part they have already gone through. Space out the key areas as they feel a bit close to each other and build the castle on top of a higher hill which can provide the best vantage point.
Overall, I learned a lot from this project. I was able to create a level that mirrors the constraints and quality seen in Sniper Elite.
































