My Work
Team – Myself
Engine – Unreal Engine 4
Type – Blocktober
Duration – 1 week
Dates – 2020
Level Designer
- Level intentions
- Documents :
- Intentions
- Contrast and intensity curves
- Blockouts (BSP) :
- Lighting
- Metrics
- Environmental storytelling
- Lighting
Project
Context
This project, inspired by the movie Snowpiercer (2013), is mainly a work on contrasts in level design. There is no real gameplay, but one could easily be imagine with shooting, stealth and hand-to-hand combat.
Concept
In a similar universe to Snowpiercer, you are part of the poorest population of the train containing the last living beings on earth. You have only one objective: reach the locomotive to kill a man.
Level Intentions
- Journey from ancient and chaotic poverty to modern and pure luxury.
- Spatial, semantic and pictorial evolution corresponding to the player’s state.
Contrasts
Global Intensity
Representation of the intensity that the player must feel during the level.
- A crescendo curve and progressive intensification of gameplay intensity.
- A shock (intensity peak) in the middle of the level to surprise the player.
Global contrasts
Use of semantic, spatial and pictorial contrasts to support the global player intensity curve.
- Use of spatial contrasts (tight/open) and pictorial contrasts (cold/warm): creation of “breaks” to let the player breathe and realize his objective.
- Semantic contrast (poverty/luxury) to support the narrative of the level.
Rhythmic contrasts
Player stimulation contrasts to guide the player and offer variation during the level.
- Alternating between hostile cars and safe ones where the player can learn a little more about the scenario (Hostile/Safe).
- Make the player feel unsafe: Sharp shapes and volumes, low brightness, dark hue, presence of enemies.
- Make the player feel safe: Rounded shapes, high brightness, light hue, presence of NPCs.
Gallery