This is a work in progress.

Level Design practice
Far Cry 5 editor (Dunia Engine)
Goals
- Work with the Far Cry 5 editor
- Pacing, framing, and navigation
- Use the scripting tools
- Build a mansion with several rooms and possible encounters
- Build a fully playable level
Level Overview
Game Mode: Bounty Hunt
Objective: Find your primary targets, kill them and escape the island.
TPS, Stealth.
I’ve wanted to train the Far Cry 5 editor which is a great tool for Level Design and script training. I’ve started to write the main goals and places of interest in the level. After that, I begin to draw different maps and layouts. How many different paths for the player? How to reward exploration and stealth? Then I jump into the editor to test a few things, starting with the global shape of the island. I draw the main roads/pathways, put the major volumes and obstacles and test it. If it’s too long, I reshape the island. After the global shapes are done, I work section by section. The spawn point is at the top north of the island so I place 2 basics knives and a health pack for the player (Player starts the level without any weapon). I tested different positions and orientations for the first enemy encounter to allow the player to kill him easily but yet keep this dangerous/stormy/stressful atmosphere. Once this first section is done, I move to the next one. At each step I test the full level: how does it work between sections? Is it too long? Did the player can constantly know where to go?
I run some tests with the wanted weather (stormy and foggy) to check on visibility and objectives.
Walkthrough & Macro Nodes
- Pick-up weapons and health pack
- First enemy
- Group of enemies
- Use the quad to get to the mansion
- OR find the hidden turret
- OR Use the cliffs to approach the mansion
- Break in the mansion & kill the targets
- Escape the island

Screenshots from the player view



Greyblock process
First Paper Designs & Layouts
Moodboard for architecture, lighting, and atmosphere








Blockout I made for our vertical slice, water levels, stream, and creature movement spline were added at the same time.
Storyboard of the entire sequence of the previous test scene (environment, scripts, Kaiju behavior)
General map of the 1st island I draw to set the different places, with the path the player will follow during this episode.
Dialogs I wrote for this vertical slice.
One Page Design I made for this 1st episode.




You scan the figurine by putting it on the tablet
Figurines are detected by tablet thanks to their conductivity
Playable with one hand

Screenshot of the second prototype

First prototype of the game for the Airconsole Developers Contest 2017



Extract of the dialogs of the narrator




Articles I wrote for the background story of the dancer
Early schemes for the first two levels of the game.


Hindrance booth where the jury can come to play the game, creating like a dancer’s dressing room before a performance.




