Elodie Vasseur
Level Design
Holder of a BAC of Video game design in UQAT & a DEC in 3D Animation and Image Synthesis, I am a Level designer, with a strong knowledge of how to work in a 3D pipeline.
Through my training and experiences I had the chance to experience different aspects of game creation such as modeling, lighting, game design and project management. As a level designer I draw on his experiences to create rich, intuitive and engaging levels.
Skills & Knowledges
Here is an overview of my skills in creating audiovisual projects. The software used are mainly:
- Unreal Engine 5 & Unity
- Perforce & GitHub
- Notion, Asana, Trello
- Maya or Blender
Level Design
Game jam
I have participated in several gamejam, these experiences are very formative. They taught me to work quickly in a team and experimented with several ideas of level design.
Unannounced game
Project carried out with Unity, as part of Sloe burn game studio. Our team was made up of 7 peoples, for 7 months of production. The aim is to explore a dreamy castle where the danger can't be fight. The constraint consists on a procedural generation for every level. Our game genre is a adventure/rogue-like.
Bolt'N'Punch
Bolt'N'Punch is an hack 'n' slash project created in Unreal Engine in the last year of my BAC. The constraints were to create an AA game, with a team of 24. My role was to lead the level design team. The project lasted 4 months and available on Steam.
In order to create levels offering a high degree of immersion I always try to tell the story through the environment. For me, the quest design is a very powerful tool that, combined with the creation of the environment, keeps the player interested.
Quest Design
Lost Note
Project realized with Unity. Our team was made up of 3 students, approximately 2 months of work.
The aim is to use color in rythm for explore the world. The demo is compose by the tutorial quest, the HUB and the first main quest. I create a side quest on the HUB.
Quilli
Quilli is a project create in Unreal Engine in the 4 semester of my BAC. The constraints was to create a game inspired by Spyro in a team mixed all specialities (design, art and programmation). Create the entire quest took me about 75 hours. The team was composed by 10 students (4 designers, 4 artists and 2 programmers).
Project management
Inside different projects I worked on, I finded solutions for create a strong worflow. I have designed tools for centralize documentation, manage priorities and create appropriate processes to ensure the success of the projects.