FEBRUARY 2025 – OCTOBER 2025
Lady Umbrella is a 3D action-adventure shooter in which the player takes on the role of special agent Francesca De Angelis, who has been betrayed and framed by her partner. Now she must clear her name and defeat the mafia using her signature weapon: a multifunctional umbrella which acts both as a shotgun (when closed) and as a shield (when opened).
I worked as Game Designer, Level Designer and Combat Designer on this game as my Master’s Degree Final Project. You can check all my contributions below.
Designed and documented:
Designed and documented:
Chapter 1 (Mafia City Escape) takes place right after the initial cutscene, in which Francesca gets betrayed by her partner and escapes the meeting.
The setting is the italian city streets during sunset, with Francesca having to shoot her way through the different locations of this city.
So, as the first level of the game, the restrictions were the following:
With these restrictions, I thought the right approach was to combine lower paced platforming sections with higher paced spikes of action provided by single enemy encounters and unique arenas.
The intrinsic goals of the level were the following:
On the other hand, the extrinsic goals were the following:
Due to the level getting iterated many times, the layout, flowchart and beatchart have also been modified.
At the beginning, the Avenue and the Final Arena in front of the Art Gallery were the only combat arenas. The Central Plaza was not conceptualized yet. Overall the level was even more linear and had too many long and empty straight streets.
As the level kept getting iterated, more sections were introduced and some others got expanded on. At one point there were 11 sections but some of them had to be cut as the level was too long. The Critical and Gold Path in this level have remained similar due to the linearity and restrictions to add more branching and optional zones.
The beatchart also changed as each section got iterated, with sections 5 and 11 (Plaza Arena and Final Arena) being the ones with the highest intensity.
As seen in the Layout, the Flowchart confirms the linearity of the level. It visualizes the level progression structure, indicating which mechanics are mostly used in each section.
The Blockout was the most time consuming and rewarding task. Translating your idea from a 2D layout to a 3D playable space inside the engine is no easy task. When playing the level, some things like the scale or the width of the streets might seem off even if they seemed correct on paper.
This phase is all about iterating, deleting or reworking what felt off to rebuild something better, closer to the desired experience.
On the first iterations everything felt too narrow. Everything got scaled up, as once we entered the dressing stage there should be enough room to add some paviments, street lights, decorative props…
All the sections got major reworks, since there were even some mechanics like falling platforms which did not make the cut.
In these pictures you can see all the process from the early Dirty Blockout until the final gold version of most of the sections of the first level.
The Arena Manager is responsible for handling enemies in a bigger scale to ensure the combat is fair and fun, by managing parameters such as:
The mafia goons are the first type of enemy the player will encounter in the game. They are a caotic and disorganized bunch, as opposed to the more coordinated and tactic agency enemies.
They have a ranged fighting style due to their Beretta M1938A, which outranges the player’s shotgun. So they prefer to keep distance and constantly shoot from behind their comfy covers.
They don’t enjoy seeing Francesca spend too much time behind a cover or in the same place, so after a certain cooldown they will throw a grenade at the player (if they are playing too defensive). By doing this they force the player out of cover so they can continue shooting them.
They can also flee if there is an empty cover in an Arena Zone behind.
This event consists of enemies coming from out of the arena after the combat had already begun.
It can be triggered either by the player passing through an Event Trigger Box or once they have defeated all the enemies of the arena.
The reinforcements’ AI will be even more aggressive than usual and chase the player.