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

Game Designer

  • Designing game systems
  • Integration & tweaking
  • Narrative structure



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.


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.



    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.