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.

Complete walkthrough

 

img_20190108_183242General top view of the level

 

img_20190108_183313Screenshot of the level

 

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Screenshots following the path of the level

LD | UE4, Public Baths WORK IN PROGRESS

This is a work in progress, I publish updates and pictures of the project periodically on my twitter account. All the following pictures and gifs aren’t finished.

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Level Design practice
Unreal Engine 4.21


Goals

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

Objective of the map: Find your target and steal his pass.
First, the player has to talk to the bartender, an old friend. He’ll mess up with the steam system, allowing the player to navigate easily around the guards. After unlocking a door, the player can pass through a maintenance corridor to access the VIP part of the baths, where the target is. As the target is in his own private bath, protected by guards, the player will go into the nearby bath and pass one floor down (the basement). The corridor goes along private baths and allows the player to listen to the target speaking with someone, revealing where the pass is. 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 pass in the pocket on one of the people sit here.

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 and to project into 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.

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Second room (VIP area) and basement, 12/14/2018

 

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First room and its metallic footbridges than maintenance corridor, 12/05/2018

 

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Current top view of the map

 

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Arriving on the main area, clear view on the first objective (NPC)

 

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Main area of the baths

 

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Main area +1 floor and its footbridges

 

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Second room, VIP area of the baths

 

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How the guidelines and lighting help the player to find the objective in the second room

 

 

First drawings of the map and its layouts

 

 

Moodboard for architecture, lighting, and atmosphere


This map takes place in a sci-fi world. 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. I like to call it a garbage space lore.

Kaiju Snap

KaijuSnap

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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KaijuIdleFullV2

 

 

 

 

 

 

 

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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Hindrance

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Interactive experience, Tablet (Android)
A student project made during 4 months (CNAM ENJMIN).


Game Designer

  • Design of the core features (cowork)
  • Help on the Level Design (cowork)
  • Writing of the character background story
  • Writing fake newspaper articles about the character

As the second game designer of Hindrance, I worked with the other game designer on the core mechanics (gestures, obstacles) and the level design. I also set the background story of the character and wrote a dozen of fake newspaper articles for the game booth at its presentation.

img_0607Articles I wrote for the background story of the dancer

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Phase2_V2_TutoEarly schemes for the first two levels of the game.


About the game

In a poetic universe, guide a dancer step by step through this unusual mental journey, letting yourself be carried away by rhythm and hope.

The game is focused on dance and movement, developed by six ENJMIN students during 4 months as a school project. Animations were made both by motion capture and digital animation.

ITCH.IO PAGE

Hindrance

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img_0604img_0605Hindrance booth where the jury can come to play the game, creating like a dancer’s dressing room before a performance. 

Don’t Make Waves (GGJ 2017)

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A narrative game, PC
Game made during the Global Game Jam 2017 edition


Level & Narrative Designer

  • Level Design of the home
  • Writing dialogs
  • Help on the story writing

About the game

You’re at your parents funeral. You were told they died in a car crash, but you know it’s not an accident. Their murderer might become your foster family. Choose well…

You play a young child on his parents funeral. You have to listen to all the gossips and family dramas to understand what happens.

AVAILABLE HERE

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Red Nut

 

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A 2-player shooter arena with wrecked rodents
Game made during a 1-month game jam about shooter games (CNAM ENJMIN)


Game & Level Designer

  • Design of the mechanics
  • Design of the different weapons available
  • Game Design documents
  • Level Design of the arena
  • Balancing

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About the game

Play a cute raccoon or a small squirrel addicted to nicotine and kill anything that moves to retrieve cigarettes. Pick up new weapons, beat the bosses and get cancer!

The project is a game jam made in one month on the theme “Shooter”. We chose to make an arena shooter based on an urban myth: in some parks, squirrels pick cigarette butts left by hikers. They get addicted to nicotine and start attack people to steal their cigarettes.

ITCH.IO PAGE

iTQb2rThe two characters available and all the enemies and boss of the game.

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ZVbYsnThe different aspect of the racoon character, the more you pick cigarets, drugs and candies, the more you are wrecked.