My Work

Team – 11 people

Engine – Unreal Engine 4

Type – 3rd person Adventure/Puzzle

One player

Duration – 1 Year

Date – 05/2020 – 06/2021

Level Designer

  • Narrative and gameplay intention
  • Puzzle design
  • Documents :
    • TLPM (Tease, Learning, Practice, Master)
    • Contrast and intensity curves
    • RLD (Rational Level Design)
  • Prod of 3 levels (intro/main/pursuit)
  • Blockouts (BSP) :
    • Lighting and points of view
    • Metrics and learning map
    • Puzzle tests (workshop)
    • Environmental storytelling
  • Iterative work with environment artists
  • Use of procedural tools (made with houdini)


Jivana is our graduation project at RUBIKA Supinfogame school. With a team of 11 students (3 designers, 3 programmers, 5 game artists)  we had to make a 30/60 min prototype.


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.

Jivana full playthrough


Level 1 : Introduction

  • Weather : Cloudless night
  • Gameplay Intention :
    • Basic controller introduction (platforming, plant interactions)
  • Narrative Intention :
    • Discover the world of Jivana
    • Get to know Aélis and secondary characters
    • Learn : distant cataclysm importance

Gameplay Introduction

Level 2 : Water Gates

  • Weather : Nice cloudless daytime
  • Gameplay Intention :
    • Intro to puzzles
    • Intro to water movements (fluidity)
    • Controller contrast : basic VS water
  • Narrative Intention :
    • Fluid and Organic forest level
    • Discovery/wonder : establishing shots and points of view (teasing)
    • Nature VS ancient civilization
    • Learn : approching cataclysm threat

Gameplay Level 2

Level 3 : Pursuit

  • Weather : Storm
  • Gameplay Intention :
    • Original gameplay phase : use contextual cameras and staging
    • Cataclysm pursuit : platforming challenge
    • “The grief curve” rhythm
  • Narrative Intention :
    • Spectacular moment : Increasing intensity of the storm
    • “The grief curve” : Secondary character death
    • Aélis, guardian of the convoy

    Gameplay pursuit sequence

    LD Loop and 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.