The Great Art Heist
High Concept
The Great Art Heist is a 3D, third-person action-stealth game. In this exciting adventure, the player is a masked thief attempting to steal priceless artifacts without getting caught. They must skillfully evade or take down guards while searching for the keys to the art pieces. How much worth of art pieces can you collect before escaping?
Role in Development
On The Great Art Heist, I served as the Solo Game Designer. My responsibilities included:
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Creating a schedule for the 6-week project using Trello
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Creating the Game Design Document (GDD) and Mood Board.
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Creating the level blockmesh
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Scripting gameplay sequences, including cutscenes, puzzles, and more
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Implementing sound and visual effects
Level Design
Level Design in A Great Art Heist is inspired by many other great ones, including Metal Gear Series, Ocean 11, 60 Seconds!, Hitman, and Thief Simulation.
There are several rules set when designing the level:
1. The player must always know where the destination is.
2. “Play with Prey”, the player should always have the opportunity to learn and escape from the enemies.
Design Document
Player Agency is a crucial point when writing the Design Document. In the context of a stealth game, it is important for a player to make decisions based on the visual cues provided by the game. From my perspective, the optimal stealth game experience is when the player perceives they've “outwitted” a given scenario. Though this is a designed outcome, it's important that it doesn't appear too obvious to shatter the illusion.
Iteration
A lot of mechanics and gameplays were not planned while brainstorming/designing the game but from play test feedback and iterations.
Many ideas were removed early in the testbed and many others were added when building out the blockmesh.
Playthrough
Screenshot










Trailer
Design Document















