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Ubisoft Third-Person Stealth Action-Adventure Quest/Mission Design

Software: UE5, Adobe Photoshop & Canva

Project Duration: 4 Month (September - December)

Genre: Third-person, Action-Adventure

Role: Quest & Level Designer

Focus: Stealth mission flow, multi-route infiltration, objective sequencing, vertical level design, exfiltration planning

Project Overview:

  • Designed a third-person stealth embassy infiltration mission for Ubisoft NEXT

  • Built a multi-floor mission structure with 5 primary objectives, 1 optional objective, and multiple infiltration / exfiltration routes

  • Focused on player agency, stealth readability, vertical traversal, and modular mission flow

  • Structured the mission around quest progression, patrol logic, keys/access routes, and escalating tension across the level

My Contributions

  • Designed the full mission flow, including infiltration, objective order, and exfiltration structure

  • Built the embassy floor-by-floor layout, including basement, lobby, office floor, and rooftop spaces

  • Planned multiple player routes for infiltration, objective completion, and escape

  • Defined stealth spaces, patrol pressure, sightline management, and traversal opportunities

  • Designed objective logic for tracking, document theft, server hacking, target theft, CCTV wipe, and extraction

  • Created mission documentation covering floor breakdowns, player flow, objective walkthroughs, route logic, and tension pacing

Core mission pillars

1. Multi-Route Stealth Infiltration

Players can enter through front access, side windows, ladders, alleys, garage routes, and rooftop paths depending on preferred risk and playstyle.

2. Floor-by-Floor Objective Escalation

Objectives are distributed across the embassy to create a clear stealth progression: infiltration → tracking → document theft → hacking → target theft → exfiltration.

3. Vertical Player Navigation

Ladders, open windows, rooftop routes, elevator restrictions, and rappel exits were used to make vertical traversal part of both infiltration and escape.

4. Readable Systemic Spaces

The mission was designed around stealth readability: patrol timing, cover placement, locked routes, key pickups, CCTV pressure, and alternate solutions.

Mission Design Document

Mission Synopsis : Silent Protocol

 

Night hides the diplomatic quarter. From a suspended maintenance cradle on a half-built high-rise you watch the Republic of Vala embassy below: perimeter walls, service lanes, street shops that double as observation posts, camera sweeps, and a locked basement garage where a single escort mini-van waits. The man sheltered by the embassy is not a diplomat. He is a courier for a covert smuggling network and keeps a tiny micro memory card inside his locket. That card holds the network’s asset list, contact nodes and handoff coordinates. If we take it, the whole operation unravels.

 

This run must be surgical and deniable. Use the maintenance cradle, shop rooftops and service alleys to study patrol rhythms and camera cones. Move quietly, employ non-lethal takedowns when necessary, and avoid any public incident that could spark diplomatic fallout. Inside the compound the counsellor’s office safe holds sealed transit dossiers that prove shipment routes. The security workstation stores confidential manifests and routing logs that tie those routes to digital handoffs. Planting a covert tracker on the escort mini-van will let the agency follow the courier once you are gone.

 

Alarms may trigger. If they do, do not be detained. Finish the job and withdraw. Find your own order, pick your entry and exit, and work cleanly. Complete the objectives and the network will begin to fold

 

Mission Objectives:

  • Infiltrate the Embassy parameter. (Multi-Approach)

  • Plant a tracker on the target mini van in the basement garage.

  • Steal confidential documents from the counsellor’s office safe.

  • Hack and steal confidential server data.

  • Steal the micro-chip locket from the target.

  • Exfiltrate Embassy parameter (Multi-Approach)

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MDD (Mission Design Document) & LDD (Level Design Document)

Check full Quest/Mission Design Document below

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