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WIP - Pre-production

Ready or Not - The Cost of Culture (USC Villard Museum)

A Ready or Not mission concept about stopping The Hand's attack on a Yemeni art exhibition while protecting civilians and the museum's collections.

Level DesignReady or NotUnreal Engine 5.3Historical ResearchWIP
RoleLevel Designer
EngineUnreal Engine 5.3
GenreTactical FPS
TypeWIP level concept
Gameplay WIP Gameplay and blockout footage will be added during production.

Ready or Not - The Cost of Culture (USC Villard Museum)

The Cost of Culture (USC Villard Museum) is a Ready or Not mission and map currently in development.

The Hand (Al-Yad), a Yemeni-nationalist terrorist organization, attacks the museum during a temporary exhibition of Yemeni artworks. Claiming that the collection rightfully belongs to them, its members intend to recover the Yemeni works and retaliate by destroying artworks representing American history.

Mission Name
The Cost of Culture
Map Name
USC (University of Southern California) Villard Museum
Genre
Tactical Shooter
Type
WIP
Engine
Unreal Engine 5.3
Role
Level Designer
History Use
Museum design, Yemeni cultural heritage, and American history

Pre-production

Map Intentions & Historical Research

Mission premise

During a temporary exhibition of Yemeni artworks, The Hand (Al-Yad) attacks the USC Villard Museum. The group intends to reclaim the Yemeni collection and destroy works tied to American history in retaliation. The player must secure the museum, stop the attackers, protect civilians, and prevent the destruction of the museum pieces.

Meaningful tactical priorities

The level can create meaningful priorities during the operation. The player may need to decide which galleries to secure first, whether to prioritize intercepting the attackers or preventing the destruction of the artworks, and how to protect civilians.

A credible museum environment

I use my historical knowledge to design the USC Villard Museum as a credible university museum in Southern California. The permanent American history collection, temporary Yemeni exhibition, circulation, display logic, storage areas, interpretation spaces, and object groupings are conceived as one coherent museum environment.

Turning the museum into gameplay

The museum is not only a backdrop. Galleries, display cases, service corridors, restricted rooms, sightlines, and fragile objects become tactical constraints. Historical credibility strengthens immersion while shaping navigation, risk, visibility, and mission choices.

Core objective: reconstruct a coherent museum and turn it into a tactical playground.

This page will be updated as the project progresses. Come back later to follow its development and discover the next iterations.

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