
My Work (on going)
Team – 11 people
Engine – Unreal Engine 4
Type – 3rd person Adventure/Puzzle
Players – One
Duration – WIP
Dates – WIP
Lead Level Designer
- Levels Narrative and gameplay intentions
- Puzzle design
- Documents :
- TLPM (Tease, Learning, Practice, Master)
- Contrast and intensity curves
- Blockouts (BSP) :
- Lighting and points of view
- Metrics and learning map
- Puzzle tests
- Environmental storytelling
- Lighting and points of view
Game Designer
- Designing game systems
- Integration & tweaking
- Narrative structure
Project
Context
Jivana is our graduation project at RUBIKA Supinfogame school. With a team of 11 students we have to make a 30 min prototype. Currently, we are in pre-production phase. As a lead level designer, my role is to produce the level blockouts while respecting the design intentions and the narrative structure.
Concept
The player embodies Aélis, the pathfinder of a convoy driven to exodus by a cataclysm. Her ability to manipulate water allows her to shape nature and open the way for the community she is the guardian of.
Game Intentions
- Fantasy of water manipulation
- Aélis has the ability to grow up some plants to create platforms or bumpers
- She can surf the water
- She have a special jump on the water
- Fluidity
- Story of a prophetic journey
- We tell the story of a community forced to flee its homeland by a devastating cataclysm. The only solution seems to be the refuge of a distant sacred cathedral.
Level Design Intentions
Fluid / Organic
- Organic levels and environments:
Organic level construction in shape and player navigation. Puzzles and platforming challenges embedded in the environment.
- Fluidity contrast:
Addition of water at a specific point in the level to create an intensity peak and make the player feel the difference between walking and enjoying the juiciness of surf.
Discovery / Wonder
- Surprise and wonder:
Slightly tortuous levels in which the player must create a mental map. Teasing with point of views on paths and elements that the player will access later.
- Environments discovery:
Environments built through the contrast between nature and the remains of an ancient civilization. Focus on “establishing shots” and “points of view” as discovery moments.
Spectacular Ending
- Climax:
Spectacular moment of maximum intensity reflecting the powerful side of player’s powers. Original gameplay phase through staging and storytelling.

Methodology
1. Intentions and references
- Use of contrast and intensity curves (semantic, pictorial, spatial).
- Level structure and rhythm.
- TLPM matrix and learning of mechanics.
- Looking for references.
2. Workshop and sketches
- Bricks and level design workshops using all the game mechanics. (paper or in game)
- Tests of game situations.
- Define the metrics.
3. Level structure
- Shaping the topography.
- Adding main landmarks and points of view (composition).
4. Primary Blockout
- Construction of a finishable level.
- Set up initial tests to see the first problems.
- Working on ways to guide the player through the level.
5. 2nd Iteration blockout
- Improve the level by adding some details (environmental storytelling).
- Implement the first assets guiding the player.
6. Feedbacks
- Make many playtests.
- Improve the level iteratively.






Gallery