The grand swindle is a stealth heist game that i built over the course of 6 weeks. The project was primarily focused on trying to allow players to utilize a toolkit in different and creative ways.
One of the challanges i had to face throughout the project was creating a stealth system that kept a sense of pressure while allowing a breadth of options for the player. One of the ways i tried to achieve this was with the sound system, the player can sprint to quickly traverse areas of the level at the risk of alerting nearby guards.
Another challenge that had to be faced was designing a non-linear level, as the player had ultimate freedom as to how they wanted to approach the heist. I approached this by splitting the level up into chunks and designing each chunk to enable unique interactions with both the core stealth system and the timed events that the player could trigger. A critical downside of this approach was that these chunks where to separate, resulting in players approaching them as a checklist rather than a single organic building.