Level Design

Creating worlds and atmospheres has always been my passion.

Designing levels is a powerful tool to allow the player to explore, visit and evolve in a fictional virtual world. It's also a powerful tool to picture a creative mind.

I'm using the Unreal Development Kit (UDK). The art assets come from the Content Browser.

 

My main focus when I design levels is to provide the best possible visual and gameplay experiences. Really comfortable and skilled with the player's progression, landmarks and intuitive visual feedback, I always look for the cleverest way to inform and guide the player without interfering with the theme and atmosphere, making sure the player dives into the experience.

 

Experienced and skilled with:

 

- Concept doc
- Level Design doc
- Art bible
- 2D layout & Blueprint
- Whiteboxing & Gameplay features
- Gameplay testing
- Environmental Level Design & Set dressing
- Quality Assurance

 

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Global view of the back of the station

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The player takes this lift in order to reach the station from the surface

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Global view of the back of the station

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Original Template
Original Template

From that template, the assignment was to set dress the level without interfering the original gameplay

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Front view

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Original Template
Original Template

From that template, the assignment was to set dress the level without interfering the original gameplay

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Street area (Level 0)

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Hallway half buried underground at level -1

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The rail road level, 2 floors below the surface

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Street area (Level 0)

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Single Player - Bunker

Work in Progress.

I'm currently working on a large underground bunker level, where the player needs to explore the area in order to deactivate the missiles.

Exploration and puzzle solving are the main focus points. Player has to find several combination to operate elevators, shafts, consoles, security hatches. Shortcuts and other secret areas are hidden throughout the map.

Single Player - Infiltration

In this map, player has to reach the top of a building while avoiding enemies.

 

Secret passages and areas offer a good cover for the players to use.

 

At the end of the level, player has to face a boss in an unique strategic game battle

Single Player - Bridge

In this level, player has to reach the helipad in order to escape, facing numerous enemies in a survival mode.

The hard difficulty challenges the player to play cautiously. Few hits and game over.

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Single Player - Underground Station

This huge underground station was the final assignment I had on the Level Design stream at Vancouver Film School.

The player explores the station in order to reach the lower level to defeat a boss.

Underground Station was nominated for best Level Design at Vancouver Film School.

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Deathmatch - Vehicle​​​

From a template, the assignment was to set dress and light a level as we wanted. I came up with this futuristic steampunk vehicle.

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Capture The Flag - Metro Station

 

Map co-designed with Matheus Pitillo.

In this map, up to 24 players (12 vs. 12) must capture the opponent flag in a 2 large metro stations connected together thanks to 3 levels, from the street to underground platforms and bridges, down to rail roads. The trains kill anyone standing on their path once a flag is taken.


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Deathmatch - Space Station​

Space Station is my first UDK level. Up to 6 players.

 

My focus point while designing this map was to offer a very dynamic oldschool FPS gameplay for skilled players where Rocket Jumps, Quick Dodges, Accurate Shots and Circle Strafes are the only things that keep you alive.

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