
LEVEL DESIGNER
Synopsis
At the gold age of the spatial exploration, a scientific team travel in the cosmos,
seeking intelligent species.
After sensing a artificial signal, they move in orbit of Kepler 456-F, signal's
origin and send their scientific officer to analyze the transmitter.
The player will explore and try to understand the ruins of an Alien civilization.
What did I do?
I worked on the level design, the lighting and pacing, and also to the different challenges and the increasing difficulty. We worked as a team with a lot of playtest to improve the staging and the understanding of our gameplay mecanics.
We wanted to experiment different things in this one level game:
- Immerge players on a new planet with new rules and lore,
- Change the human perception of the space (Gravity rules)
- Have a straight forward flow accessible by everyone
(This imply a lot of iteration on the capacity learning)
- Emotional climax (lore and gameplay challenge)
IN DETAILS
PART
01
GOALS:
- Introduce narrative
- Introduce 3C and first basic controls
- Vistas on contrasted and environnements
- Introducing interactive environnement (Plants reacts to players)
- Learning main logic of the puzzle
- Acquire Main Tool/Weapon and unlock main mecanic (Gravity)
- Introducing - Validation - Of the main mecanics

PART
02
GOALS:
- Multiples Challenges increasing difficulty of the main mecanics
- Narrative climax
*NOTE: The level design was difficult at that time to translate to a 2D layout because of the changing gravity mecanics.
Lighting
&
Pacing

APPENDICES
*All of this documents are the results of multiple iterations of my work.





