MAX FERRIER

PROJECTS

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7

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9

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