



USING MOVEMENT TO DRAW ATTENTION
Using movement on a level/game elements draws the player's eye and draw attention to focus on that moving object.
The two enemies are visible from a hiding place above them and allows the player to take their time to discover the environment in which they find themselves.
VISTA
Provide a basis for reflection and observation before acting, with a point of view where the player will be able to see most of the level elements with which he will be able to interact or make an enemy interact with.
During playtesting, I noticed that it wasn’t clear for where the player needs to go.
I decided to add an arrow showing that the player can climb on a caravan.
LEADING THE PLAYER
The nail allows the player to take control of an enemy who can interact with elements in the level, or they can decide to deal damage to the enemy if they spot them.
That works essentially with the mist zone.
Lantern can be destroyed or grab.
If the player destroy a lantern in a mist zone, the mist re-appear.
The player can enter a mist zone with it and not getting absord by this one.
MIST
Works like rats in "A plague Tale series", where if an enemy or the character goes in he’s getting slower and dies after a delay.
You can control an enemy and force him to go in the mist.
I made some research from movies like “The Nightmare before Christmas” and I got inspired by the aesthetic of Tim Burton.
I develop the side of being weak in this world by making some ways tighter.
MOODBOARD
Keep the main objective in sight throughout the game. The player knows where he needs to go during all the game.
And if he finds himself lost, the big landmark is here to keep him on track.
Blockout (Unreal Engine 4 - Blockout Tools)
Layout (Concept - Photoshop)
Documentation (PowerPoint)
MY RESPONSABILITIES
This school project was one of the most fun project I have worked on.
Obviously, if I would have more time I would improved this level on few aspects as “Non-return way” to help the player to understand when is going through a new area.
Overall, this project was a new “experience” for me because I can work on it alone within the help of every of my coworkers during meetings with them, collecting tips and comments that helps me upgrading and iterate during the production.
CLOSING THOUGHTS

At the start of each chapter, the player get a choice between 3 tarot cards which are hidden.
While the player is controlling an enemy, he can apply the card's effect.
So I have created and arranged the spaces to make sure the player can use them in the best way.
LAYOUT TOP-DOWN
RESEARCH


STRESS CURVE
GAMEPLAY
TAROT CARDS

LANTERN

NAIL
DESIGN TECHNIQUES
1
2
3
4
5
6
7
8
9
SPAWN
LITTLE PLACE
CORRIDOR
1ST JACK’IN
THE BOX
VISTA
BIG PLACE
TUNNEL
BALCONY
TRANSIT AREA
GAMEPLAY VIDEO
THE PUPPET CIRCUS
This school project is based on the fusion of 2 games, “A Plague Tale : Requiem” and “Lost In Random”.
It’s a third person Action-Adventure game.
PROJECT CONTEXT

The objective in the level design was to create a semi-linear level with several ways to access the next area thanks to the game mechanics that serve to cut this linearity.
CONSTRAINTS
LANDMARK

INTENTIONS

