"Purge The Angels" WIP
Level Designer
September 2025 - October 2025

Overview
Narrative/Setting: A mission set within Far Cry 5 where the player is tasked with infiltrating a cult-controlled farmstead to assassinate a high-value target. The level emphasizes player freedom and systemic gameplay, allowing multiple approaches such as stealthy infiltration, long-range sniping, or direct assault. Environmental design supports varied strategies through sightlines, cover placement, and multiple entry points, while dynamic AI responses ensure replayability and tension.
Requirements/Constraints: This is a medium-sized mission designed around Far Cry 5’s systemic gameplay. It is set in a first-person POV with mechanics including stealth takedowns, ranged gunplay, and explosives. The player’s objective is to infiltrate a cult-controlled farmstead and assassinate a key target, with multiple entry points, vertical options, and AI patrol routes supporting different playstyles from stealth to full assault.
Genre: Action Adventure
Platform: Windows PC
Engine: Dunia - Based on CryEngine
Tools Used: The in-game level editor "Arcade Editor"
Team Size: Solo
Role: Concept, Blockout, Lighting, Pacing, Scripting, Combat Encounters Design, Prop placement.
Playable build:
tbd
Goals & Restrictions
My goals with this project were to:
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Learn more about in-game level editors.
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Practicing, honing and sementing my level design pipeline.
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Design a level that would pass for a Far Cry 5 minor mission.​
Timeline for project
Day 1–2: Brainstorm theme, gather refs, write down design pillars.
Day 3–5: Blockout main spaces in Far Cry Arcade. Test basic flow.
Day 6–8: Iterate — add detail, cover, refine enemy placement.
Day 9–10: Polish, record footage, take screenshots.
18-19.09.2025
Research & Planning
Research about the Far Cry 5 in-game level-editor called "Arcade Editor":
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It made sense to do some reasearch on this in-game level editor since I wanted to familiarilize myself with it during this project. How it was different from Unreal Engine which I am familiar with, pro's/con's and that sort of things. So I watched some videoes on it, googled around and here is my findings in brief:
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Arcade Editor: Quick and simple for blockouts and prototyping with a large prefab asset library, but limited by fixed assets, basic scripting, and small-scale maps.
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Unreal Engine: More complex setup, but offers full creative control—custom assets, advanced scripting, large-scale worlds, and industry-standard tools for iteration and polish.




Some research into different outposts and compounds in Far Cry 5 was also warranted, seeing how I was going to make my own version of them in a sense for this level design project.
















When looking at these locations, I took notes of what stood out to me in each one.
Questions I asked myself were:
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-What is the mission structure of the location and how does it influence the locations level design?
-Is it part of a linear mission or open-world mission?
-What common elements exist between locations? -
What districts/similar geo is found between them?
-What elements diversify themselves from each other?
-What makes each locatioon different from one another?
-What playstyle(s) does each fort support?-What is the player flow in each location?
-How are enemies placed?
-How is cover placed?
Some notes I took on these 4 different locations:

I studied this level of Abdul Banglee to see what was possible in this in-game level editor,
and I saw great potential in what one could make with this.
Planning and Designing a layout:
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I then went about finding inspiration for how this "farmstead" would look like, I played some of Far Cry 5 itself which shows some beautiful scenerey from a fictional place in Montana USA. But I ended up putting a little personel twist on it, and decided to place it closer to home (Norway).
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I always find it way more interesting to use real life locations, that I have been at for inspiration and reference. So I looked up an old farm I used to go to on summer vacations to visit family as a kid, it looked like a good fit for what I wanted to do.
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Without further ado, let me introduce you to "Holte Gård":




With the location set I started to flesh out the differen level beats in my project, and their placement and such based on the earlier pictures.
Some other notes before I started annotating (drawing) on the satelite pictures for my 2D layout.


20.09.2025
2D-Layout & Annotating (drawing).
I have previously, as seen in my other projects drawn 2D-Maps showing the layout in Miro, but this time I decided it would be fun to try to just draw and sketch directly onto the satelite photos.
#Full map from start to finish


1# Entry Beat (Approach)Mood: Anticipation, choice.Player decides: sneak through orchards vs. frontal assault.
2# First Encounter Beat (Outer Farm Buildings)Mood: Tension builds.Combat/stealth skirmish, light resistance.Optional prisoner rescue = mini-payoff.


3# Compound Beat (Main Cluster)Mood: Peak challenge (arena-style).Multiple enemies, interior/exterior mix, sniper overwatch.Player must “purge” the compound.
4# Boss Beat (Northeast Farm Building)Mood: Climax.Focused fight against cult leader + guards.Cinematic setup: isolated barn, maybe dramatic music.

22.09.2025
BlockOut Far Cry 5's"Arcade Editor"
Coming!!!