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SPAWN
LITTLE PLACE
CORRIDOR
1ST JACK’IN
THE BOX
VISTA
BIG PLACE
TUNNEL
BALCONY
TRANSIT AREA
CLOSING THOUGHTS
GAMEPLAY
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.
IMAGE ARROW
RETURN TO PROJECTS
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, comment that help me upgrading and iterate during the production
THANKS FOR READING
SCENE WITH 2 ENNEMIS IN MOVEMENT
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.
USING MOVEMENT TO DRAW ATTENTION
GIF CONTROL
The nail allows the player to take control of an enemy who can interact with elements of the level, or they can decide to deal damage to the enemy if they spot them.
NAIL
GIF LANTERN EXPLODE
That works essentially on mist zone.
Lantern can be destroyed or grab.
If the player destroy a lantern in a mist zone, the mist re-appear
LANTERN
GIF CHARACTER GOING IN THE MIST
Works like rats in A plague Tale series, where if an enemy or the character goes in he’s getting slower and die after a delay.
You can control an enemy and force him to go in the mist.
MIST
CHOICE TAROT CARDS
At the start of each chapter, the player get a choice between 3 tarot cards who are hidden face.
They apply an effect when the player wants when is controlling an enemy.
TAROT CARDS
IMAGE ARROW
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 jump on a caravan
LEADING THE PLAYER
VISTA
DESIGN TECHNIQUES
STRESS CURVE
GAMEPLAY VIDEO
SCREEN BREAKDOWN
STAR WARS : JEDI FALLEN ORDER
CUSTOM DLC
This school project is based on “Star wars : Jedi Fallen Order where we have to take 3C, Movement, Gameplay, and by team of 3 ( 1 Level Designer, 1 Tech Designer and 1 Narrative/System Designer) create a level.
Unreal Engine 5
4 People
3 Months / On Personal Time
Level Designer
PROJECT CONTEXT
IMAGE
The goal in the level design was to create a linear level
CONSTRAINTS
IMAGE MOODBOARD REF
Garder en visu l’objectif principal tout du long du jeu .
The player knows where he need to go during all the game.
And if he finds him lost, the big landmark is here to keep him on track.
LANDMARK
IMAGE
I made some research from movies like “The Nightmare before Christmas”
MOODBOARD
LAYOUT TOP-DOWN
Project DETAILS
INTENTIONS
RESEARCH
