Design process
Some time ago, somewhere between playing Dishonored and Indiana Jones and the Great Circle, I came up with the idea that it would be cool to create a level for a third-person shooter with stealth elements. I wanted the level to be set in a real location, but reworked according to my own preferences. I’ve been fascinated by Italy for many years, and I fell in love with Venice a long time ago, so I decided to set the level in the Venetian Arsenal.
I started gathering references in PureRef, and the more I had, the clearer the vision of how the level should look became in my mind. Then I sketched out an initial layout and moved on to blocking out the level. To save time on AI, animations, and all the logic, I used AGLS by JakubW.