Level designer

 

Made in 2020 (1 week project)

Solo project

Third person shooter
(4 players coop)

Created with Unreal Engine 4

Themes: Gunfight | Tactic | Stressful

 

Pitch: Elite soldier of a secret task force, your mission is to extract a renowned biomedical scientist who has been abducted by an armed group in what seems to be an abandoned monastery.

Monastery's snare

Monastery's snare 1.PNG

Concept

Level design project I made in week, the players embody elite soldiers in a close future. Once the scientist who needs to be extracted is found, the alarm is given. Trapped inside the monastery, the players need to find a way out, as more and more enemies head towards their position.


Proper to the TPS genre, the constant pressure of the enemies creates stressful gunfights situations. To save themselves, the players need to work together before the place gets overwhelmed and play tactically to get out of here.

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Monastery's snare_edited_2.jpg

Level design document

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Here's the level design document I created on my own to better summarize my level design intentions, as well as finding my 2D top-down level maps. I worked on these to produce my 3D blockout by respecting the metrics I defined. 

Feel free to have a look at it!

Screenshots

Haul Away

Project: Janus

What I've learned...

When designing a level, metrics help to have a better perception of the 3D space of the level. Defining them clearly at the beginning of a level production (player's line of sight, heights of covers, area of a gunfight...) helps to control the design of a level.

 

This level has a multiplayer cooperation aspect: therefore, I had to think of how every situation encountered by the players, could be handled by them while respecting the intended experience (the feeling of being trapped). Designing a level as this one is more complex and must require more diligent playtests to validate it.

The multipath approach gives benefits/disadvantages for each path and for each player's class.

Defining and using wisely level design ingredients (space density, number of enemies/covers...) is what creates the singularity of a path, which must be felt through the gameplay.