LD | UE4, Public Baths

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Level Design practice
Unreal Engine 4.21


Goals

  • Grayblocking with BSP on Unreal Engine 4
  • Pacing, framing, and global shapes
  • Simple Blueprints (Water material, Emissive material, trigger & door, dialogs system, simple interaction)
  • Rought lighting/textures

 

Level Overview

Objective: Find your target and steal his keycard.
Action/Adventure, TPS, 3D fictional game.

I started this level to train my level design skills on UE4. The project is simple: a grayblock level with simple shapes, the first layout of lighting (guiding the player’s eyes) and some textures and materials to help to visualize the level. I draw different maps and layouts of the level I want to create, with the different paths and basic shapes for obstacles and walls. I build it step by step in Unreal Engine 4, starting with global volumes than adding main ways and architectural guidelines. I test my map multiple times to assure the different ways, objectives, and options are clear. Details and smaller blocks are added on this first base. Lighting is an essential tool to guide the player, I set some basic lights in the level.

 

Walkthrough Video

 

General map

Top down map

 

Walkthrough & Macro Nodes

  1. Enter the baths
    The player begins at the reception of the baths. As the VIP area is a forbidden place, he/she has to enter through the main way, after the lockers. This is the first place visited by the player and he/she can already different size NPCs around the place (it’s a sci-fi lore, there’re a lot of species besides humans). Following a large stair, the player arrives at the main baths.
  2. Talk to the bartender
    Directly in front of the lockers’ stair, the player can see the first objective: an available NPC at the bar, behind the giant rocket engine used for the steam. The player crosses the first part of the baths to talk to the bartender, an old friend. The bartender gives the player the quest objective (steal the keycard!) and some information (the target is in the VIP area).
  3. Unlock the maintenance corridor
    Once the objective is given, the player can walk across the baths and try to reach the second area, the VIP one. Guards are blocking the way in. A small maintenance corridor exists at the extreme right of the baths. To unlock the corridor, the player has to go upstairs, on the walkways, using a large stair near the bar. After a brief exploration, the player uses the control switch to open the maintenance corridor, a short ladder allows the player to reach the corridor from here.
  4. Find your target
    At the end of the corridor, the player has to push some box and stuff stocked here. He/she has now a global view of the VIP baths. The VIP exit isn’t available until the player has reached the objective (steal the keycard). From this perspective, the player can see the private baths, and one of them is more lit than the other ones. The main target (a local mafioso) of the player is in this private room. Unfortunately, there’re guards protecting the occupied private baths. The player has to find an available and under repair bath. A trapdoor is opened in the bottom of the empty bath, the player uses the ladder below to pass one floor down (to the basement).
  5. Go to the basement
    A dark corridor links all those under-baths-passages and goes along private baths. It allows the player to get close his/her enemy and to listen to the target speaking with someone, revealing where the keycard is (with a henchman on the bleachers at the back of the VIP area). Following the basement corridor and visual repairs, the player arrives at the back of the VIP area, below the bleachers.
  6. Steal the keycard
    Following the under corridor, the player will arrive at the end of the VIP area, behind the large bleachers. After climbing behind those bleachers, the player can steal the keycard near the henchmen sit here.
  7. Leave the place
    Once the keycard is stolen, the player has 2 choices: continue to explore the basement and discover a hidden trap door or turn back and get out of the basement by the same way he/she has arrived. Once on the main floor, the way is clear to leave the VIP area through the VIP exit.

Macro Nodes

 

Flow of the level

Baths Flowchart

 

Screenshots from the player view

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Key elements to guide the player

Line of sight

Marks

Lighting

 

Greyblock process

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First Paper Design & Layouts

 

 

Moodboard for architecture, lighting, and atmosphere


This map takes place in a fictional TPS sci-fi game. Those public baths are common into big cities and spaceport on the ground (planet or moon). The baths are generally built in the buildings’ basements. It’s a mix of rusty metallic architecture and big ponds of water. Clients can be humans and other alien races, installations are adapted to them. An old rocket engine is used to create the heat and the steam for the whole installation. Recycling part of ships is common in this universe. A garbage space lore. 🚀

In•Between (GGJ 2019)

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Adventure/Point’N Click, PC
Game made during the Global Game Jam 2019 edition


Game & Narrative Designer

  • General design
  • Design/Writing branching dialogs
  • Support a “1st game jam” team, advice on scope and communication

My main role in this game jam was to be here to help communication between teammates and focus on the game. I wrote several summary and briefing of our design choices, a short design document for each of our phases and places. I’ve alsol design a short branching dialogs. Most of our work isn’t in the GGJ demo. You can find our attempt for this jam below.

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Branching dialogs.


About the game

A space and quiet odyssey. You’re leaving your homeworld after a cataclysm. Now it’s up to you to find a new place to settle through your journey.

You play as an astronaut, living her homeworld. You travel in her small spaceship in

AVAILABLE HERE

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LD | UE4, Climbing Practice

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Level Design practice
Unreal Engine 4.21


Goals

  • Super short level, 1 cliff
  • Train the climbing blueprints
  • Grayblocking with BSP on Unreal Engine
  • Pacing and global shapes
  • Simple Blueprints (the floor is lava, victory gif)

Objective of the map: Reach the top of the cliff.
The player is invited to find his/her way to the top of the cliff by climbing on different surfaces, jumping and avoiding lava.

Download the level here: link.

Walkthrough video

 

General top view of the level

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Screenshot from the player view

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Screenshots following the level’s path

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Unannounced projects, Smart Tale

Narrative Survival Game, Mobile
Racing Game, Mobile
Deck Building Game, PC & Consoles
Release date: ???


Narrative & Game Designer (Intern)

  • Design brand new IPS for the studio
  • Retro-engineering on narrative games and deckbuilding/roguelike games
  • Design of the main features for a survival game and a narrative game
  • Design of the main features for a deckbuilding/roguelike game
  • Narrative systems and dynamic contents writing and design (branching dialogs, event system)
  • Worlds and lores creation
  • Management
  • Game concepts writing

I worked on 2 main projects for Smart Tale and write several game concepts and concept iterations for the studio. I was the main Game Designer of Smart Tale and in charge of managing the 2D Graphist and the main prototype development with two other developers. Both of the projects were on the pre-production/concept period.

Some examples of the mockups I made for Smart Tale

 

Some of the narrative contents I made for Smart Tale

 

Some examples of the documents I made for Smart Tale

Some documents are blurred out of respect for the studio and the concerned people.


Smart Tale website

Gear.Club Unlimited 2, Eden Games

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Racing game, Nintendo Switch
Release date: Q4 2018


Game Designer (Intern)

  • Design a brand new menu (Career Menu)
  • Redesign the flow and the navigation through different menus (flow charts, powerpoints)
  • Localization of the new menus
  • Join an on-production team with their specifics tools (Jira, Wiki, Unity add-ons and Perforce) on an existent IP

Some examples of the mockups I made for GCU2

 

Some examples of the flowcharts I made for GCU2


About the game

Developer: Eden Games
Publisher: Microïds

This new entry to the series will have you racing along on more than 1800 miles (almost 3000km) of roads on mountainsides, through nature parks, in the middle of the desert, and along the coast. Featuring more than 250 races, including championships, missions and challenges, the game will allow to go behind the wheel of more than 50 licensed cars from the world’s most famous manufacturers, such as the Porsche 718 Boxster, 918 Spyder, 911 GT2RS, Dodge Viper, Lotus 3-Eleven or McLaren 720s.

Website

Work-In-Progress images

Unannounced project, Eden Games

Mockup Ingame 1.8

Racing game, Mobile
Release date: ???


Game Designer (Intern)

  • Design a new IP based on the strengths of the studio
  • Retro-engineering of successful mobile games
  • Design of several game formats
  • Ingame economy
  • Lootbox system
  • Different ranking systems
  • Design of a shop and a skills tree
  • Design the acquisition of a new public, not already conquered by Gear.Club 
  • Design features for the retention and monetization of the game
  • Flow and navigation through the application

I was the only Game Designer fully assigned to this project. I’ve participated in several meetings with producers and potential publishers, including a full presentation of the concept to a Millenial Esports team, visiting the French studio.

 

Some examples of the mockups I made for this project

 

Some examples of the flowcharts I made for this project


About the game

Developer: Eden Games & Smart Tale
Publisher: ???

Eden Games website
Smart Tale website

Kaiju Snap

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VR Drone Pilot Game, PC
Student project (CNAM ENJMIN), 4 months of a vertical slice production


Level & Narrative Designer

  • General flow in the game
  • Level Design of big areas (being aware of the VR drone controls challenges, greybox/blockout, drawing maps and schemes)
  • Lore and characters creation
  • Storytelling, storyboarding
  • Dialogs writing
  • Voice casting and voice direction during recordings
  • Writing and design the drafts of the next episodes (Episodic model)

I came on this project with a double role, Level and Narrative Designer. On the first week, I set a “typical Kaiju Snap experience” model with a storyboard and some key points presentation. With the basic ideas given with the pitch, I structure those elements on a first scenario and keys elements for the game experience.
Starting there, I worked in collaboration with the Game Designer of the project on the creation of a vertical slice, representative of our game. I used excel tabs (challenges and elements repartition), maps with multiples layers and legends, powerpoint/google slide presentations, storyboard, design posters (One Page Design) and rough Unreal scenes (greybox/blockout). I mixed Rational Level Design with a more systemic approach of the world and level building. I also designed some guidelines for our episodic model and wrote summaries of scenario and gameplay elements of the following episodes.

Our entire Game Design Document is available here: Kaiju Snap GDD.
Besides some introducing texts and resume, I wrote the following sections, available in smaller pdf here:
Narrative Content (Character, Scenario, Universe)
World Design (Map, Tracking Zones, Specific Sequences)
– Gameplay Progression (Gameplay Mechanics, Experience Duration, Environmental Progression, Difficulty Curve)
– Level Design (Rules, General Description, Low-Level Design)

Demo – Gameplay Video

A rough map of the vertical slice I draw. to have a general idea of the level layout, the Kaiju and the drone paths.

 

pastedImage0Blockout I made for our vertical slice, water levels, stream, and creature movement spline were added at the same time.

 

With this blockout, I draw different maps to compile informations (scripts, vegetation type, water levels, flooding/current direction…)

 

Blockout for a test scene (scales between the Kaiju and its environment, simple movement splines)

 

kaiju storyboardStoryboard of the entire sequence of the previous test scene (environment, scripts, Kaiju behavior)

 

IslandMapDetailsAndPathGeneral map of the 1st island I draw to set the different places, with the path the player will follow during this episode.

 

Kaiju Snap DialogsDialogs I wrote for this vertical slice.

 

One Poster DesignOne Page Design I made for this 1st episode.

 


About the game

A journalist duo sends a drone to an archipelago formerly used as a nuclear test site. Their goal is to find evidences of a unique environment to classify as world heritage. But they found a giant and totally unknown creature…

Kaiju snap is a solo game where you take control of a drone using your preferred VR headset and a game controller. You use the drone to take pictures of the fauna and flora. In this game you have a documentary approach to your objectives: you are here with a specific mission to fill, take pictures of a unique wildlife. We set the game on two important pillars: Marvel and Control. Our core gameplay is taking pictures of fauna and flora of the island while searching for some hints of the presence of a giant a mysterious beast. Those hints lead the player to specifics zones where he/she can encounter the creature and take photographies of it.

ITCH.IO PAGE

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Les Selenautes

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Shooter defense on tablet with physical connected figurines
4-day student project (CNAM ENJMIN)


Game & Level Designer

  • Design core features
  • Design of the 4 characters mechanics

Each character should have its own, unique and easy-to-understand mechanic. You can use the four figurines at the same time.


About the game

Les Selenautes was made during the Inclus et Connectés workshop at the CNAM ENJMIN. The goal of the week was to make games adapted for people with disabilities. We chose to develop a tablet game with connected figurines we’ve specially made for this experience. The game is mentally handicapped children and Down syndrome friendly. Each of the 4 figurines has a unique effect. You can grab it, put it on the tablet and rotate it.

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Our 4-day prototype

 

inclusetconnectes_98You scan the figurine by putting it on the tablet

 

DMkurQuXUAAtSuwFigurines are detected by tablet thanks to their conductivity

 

les-selenautes-utilisent-des-figurines-a-placer-sur-une-tablette-tactilePlayable with one hand

 

 

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Deadly Riff

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A rhythm n’ versus game, PC.
Project made with a small team of schoolmates during 2 months.


Game & Level Designer

  • Design the core features
  • Level Design (musical level design, mapping songs)

I came with the idea of a rhythm and versus game with the main programmer. With a composer and a graphist, we’ve made a first prototype for the Airconsole Developers Contest in less than a month. I set the main mechanics and the design of the game. On the 2017 summer, we add three more people to our project. For this desktop version, I was responsible for the general game design and the level design/mapping of the songs. I used a version of Editor on Fire (Custom Forge) to map the music.

Song mappings I made on Editor on Fire

 

Some design and mockup documents I made for the project

 

6Screenshot of the second prototype

 

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1First prototype of the game for the Airconsole Developers Contest


About the game

Deadly Riff is a versus game taking its origins in the Arcade world. Each player embodies a guitarist, standing on a zodiac hold by a crowd. By keeping the rhythm and playing notes at the right timing, the player can attack his opponent and hope to make him fall of his zodiac raft.

Initially, the project was planned to be streamed on Twitch. Deadly Riff gives to the viewers the opportunity to take action during the game, like a real concert crowd, through keywords causing special actions (ex: flying beers, broken string for one of the player, etc).

The first version of the game was made for the Airconsole Developers Contest (2017).

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