Drawing on references like Uncharted and Tomb Raider, I produced several sketches in order to validate the overall structure, critical path, and pacing curve before the blockout.
The level’s rhythm is based on a balance between exploration, traversal/climbing, combat, and infiltration, translated through the alternation of open zones, more guided segments, and moments of tension/breathing.
The level is divided into two main sections. The first, set in a mountainous area, uses landmarks and sightlines to progressively orient the player toward a cave entrance, which serves as a transition and establishes the objective for the next exploration phase.