Level Design
The purpose of level design is to create interactive situations or events within the game environment to challenge the player and keep them engaged.
Summary
Game Jam
Unannounced game_Unity
Bolt'N'Punch_Unreal Engine
Game jam
LudumDare56 - Sting operation
Start
- Find your weapon
- Fight the first ennemies
Fight for explore
- Ennemies trigger by Blueprint
- Stress build up with the bees apparition
Arena
- Move for stay alive
- Different heights and circular movement to stay in the heart of the action
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Walkthrough of maximum 3 minutes
Walkthrough here
LudumDare54 - Color quest
Start
- Try the logic
- A color obtained keeps its paths permanent
Walkthrough here
Introduce new mecanic
- Few ingredients to solve the puzzle
- Introduce logic in 3d with the elevators
Danger
- Build up the tension with canon
- Combine logic and reflexes
Always propose challenges
- Combine the different ingredients
- Keep the die & retry fun
Unannounced game
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.
My role
Level Design
- Created layout & blocking for all rooms
- Create the logic for procedural generation
- Build these designs in-engine with a modular kit
Tools used
- Pro Builder
- Prefab
- Post Process Volume
- VFX
How did I work for planified the construction of the level ?
Big picture
Layout 2D to determine the main idea of the room.
Here is a bird’s eye view of a possible iteration for the tutorial level.
Big picture
Greybox in-engine with ProBuilder and primitive shapes for have a first try about the game feel and the size of the level.
Big picture
Schematization of the procedural generation to understand how the level will be created. It also allows me to organize and prioritize my tasks.
Big picture
Once the blocking and the first programming pass are completed. I adjust the level to fit the metrics to give it its final look.
LD for the rooms
Logic for procedural generation
Use a modular kit in engine
Credits
Level Designer : Elodie Vasseur
CEO : Geneviève Blais
Art director : Virginie D'Amour-Licatese
Programer : Geoffroy Delorey
3D artist : Mélodie Décarie-Larocque
2D artist : Sol Peralta
Marketing : Catarina Menchik
Bolt'N'Punch
Bolt'N'Punch
Bolt'N'Punch is an hack and slash project created in Unreal Engine 5 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 and co-lead the environment team. The project lasted 4 months and available on Steam.
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My role
Lead Level Design
Hardskill
- Designed and built 3D environment in-engine (greybox 3D with place actors, gaze direction, location of ennemy encounters, game design solutions...)
- Use an event system with data table, sequencer, trigger, spawner...
- Task tracking, mid-sprint planning and problem management
Softskill
- Work in an iterative environment with level artists, gameplay programmers, story designers.
- Proactive feedbacks to keep the identity of the project
Tools used
- Cube grid
- Layers on the levels window
- Landscape & Foliage
- Event system
- Perforce
How did I work ?
Big picture
- Layout 2D to determine the main idea of the level.
- Here the player need grab some boxes, fight with robots and after eliminating them all the door opens. Also, their is a collectable if the player take time to break the upstair wall.
- Exit is a landmark
Big picture
- Creation of the preliminary greybox with Cube Grid.
- The purpose is to create the general shape of the level, place the main landmarks (door, broken bridge) and key gameplay elements.
Big picture
- Added details, in differents layers of the levels tool, to make the environment alive, placement of enemies, scripted events, visual keys to guide the player.
- Here the ennemies are used for encourage the player to fall down et broken bridge can be use to destroy them with the ground pound.
Big picture
- Playtest and modifications to make the experience more enjoyable and immersive.
For example, collectibles are hidden but must be found. In this room, the player can see it at the beginning and a large destructible wall is the way to reach it.
2 Levels in 3D built in engine
Event system
Iterative environment
Proactive feedbacks
Be a lead
Try the game
The link below will take you to Steam page to download the Bolt'N'Punch project.
Credits
Programmer :
Aryane Duperron
Clément Roger
Émile Paré-Allinger (Technical Director)
Gabriel Gauthier
Maxime Rioux (Lead)
Rémi Côté
Designer :
Anthony Legros (Economic)
Christian Forget (Creativ Director)
Elodie Vasseur (Lead)
Esteban Gilbert (Narration)
Gabriel Anctil (UI)
Justin Marques (Narration)
Rémi Perrault (Level design)
Artist :
Cedrick Lemaine Romulus (Animation)
Dee-Laina Blais
Guillaume Saint-Germain (Artist Director)
Jérémie Plamondon
Justin Daigle (Lead)
Léa Villeneuve (Character)
Nathan Flayeux
Nicolas Lévesque
Thomas Guémon (Lead Marketing)
Management :
Xavier Ménard-Beaudoin