top of page

ISLANDS OF SILENCE

Personal Project

​​

Genre: First-Person Shooter (FPS)

Software: Far Cry Arcade

​

My role:

​

  • Designed each island by shaping the terrain and creating layouts that support clear environmental storytelling.

  • Placed all structures, props, interactive objects, and environmental assets using the editor's toolset.

  • Integrated animations, scripted events, and environmental sequences to reinforce immersion.

  • Designed the complete gameplay flow, including exploration routes, combat encounters, pacing, and progression

Islands of Silence - Layout

GAMEPLAY

Islands Of Silence - Far Cry Arcade

MY DESIGN

Zone 01 - First Steps

Island 01 - 03.jpg

The adventure begins on a quiet island where players follow a forest path marked by subtle signs of danger. Early encounters introduce the inherited power while gradually building tension. Reaching the lookout tower rewards exploration with a panoramic view of the entire archipelago, transforming the level into a moment of discovery and opening the world for further exploration.

Zone 02 - No Man's Land

Island 02 - 03.jpg

Players arrive in a fog-covered wasteland scarred by the remnants of past conflicts. Limited visibility naturally increases tension while encouraging a more cautious approach. This central area acts as a crossroads, connecting the Smuggler's Cave to the west and the Burned Village to the east, allowing players to choose their own route through hostile territory.

Zone 03 - Smuggler’s Cave

Island 03 - 02.jpg

Hidden within a vast open-sky cavern, the smugglers' hideout overlooks calm waters protected by towering cliffs. Multiple infiltration options shape the encounter, from a direct assault through the main entrance to a more discreet approach along the rocky walls. The level emphasizes player choice and rewards exploration, observation, and careful planning.

Zone 04 - Burned Village

Island 04 - 04.jpg

This ruined tropical village bears the scars of a violent attack. Burned houses and scattered debris tell the story of what happened long before the player arrived. Enemy forces have transformed the central building into a stronghold, turning the area into a tense combat zone. Narrow pathways and scattered weapons support multiple playstyles, from stealthy infiltration to open confrontation.

Zone 05 - Antenna Peak

Island 05 - 02.jpg

Located at the highest point of the archipelago, this former research station has been seized by hostile forces. Climbing the antenna provides a panoramic view of the islands and unlocks fast travel routes. As a strategic vantage point, the area encourages exploration and helps players understand the world layout.

Zone 06 - Airport

Island 06 - 04.jpg

At the center of the archipelago lies a small airport controlled by armed occupants. Once the area has been secured, the waiting aircraft becomes the player's final means of escape. Designed as the concluding destination of the adventure, this compact zone provides a clear objective and serves as the final step of the journey.

 

© 2025 by LAVIGNE Thomas. Powered and secured by Wix 

 

bottom of page