â–º 3C's & Player/World scale design to fit with the "Verticality" constraint
â–º Modelization of modular kit following metrics constraints & architectural typology
â–º Level building & lighting ("faked" gameplay impact on detection)
â–º Navigation flow & pacing of the entire level
â–º Playtests, debug & iterations during production of the map
â–º Simple patrol system to fake guards patrols placement & timing
â–º Interaction with lights
â–º Markers system to explain gameplay intentions within the game related to a design document
â–º Stealth game levels benchmark using several game references such as Dishonored or Styx
â–º Level Design Documents
Mini-Stealth
â–º PERSONAL PROJECT
â–º GENRE: 3rd person stealth map
â–º SUPPORT: PC
â–º ROLE: Level Designer
â–º ENGINE: Unreal Engine 4
â–º TEAM: Alone
â–º PRODUCTION: 14 days (LD Test)
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Map available on demand





PLAYER STORY: The small character you embody has to sneak out of his cell, kill the commander and reach the exit of the castle without being detected. (Inspired by the Styx Series)

PROJECT
RESPONSABILITIES
MEDIAS
OBJECTIVE: To make a middle-age stealth gameplay map focusing on verticality

